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Found 696 results

  1. FLIP smooth drops

    Hi I'm trying to melt letter "T" with flip in a way that it creates consistent drops. (I've attached reference image). Trying to play with viscosity and noise but it is either too fluid so that it melts quickly like water or on the contrary... doesn't melt at all. (I have attached hu file). Any help? ))) Thanks. Melting_3.hip
  2. Hey, First time posting on the forums looking for some help with a simulation I'm running. So I'm trying to create an effect similar to the ref video here: The effect is a macro shot of soap bubbles entering frame and sitting on top of a surface with some slight movement at rest. Again nothing has to move through the top surface. My current Idea and set up is to run a flip sim to get the motion, take points from the sim and pin some vellum sphere objects to some of those points at their center to get the soft bubbles "layer" then do some vdb combining of the vellum objects and the base fluid. Am I going down the right lines or is there a better way to mix flip and vellum together? Any input is very welcome along with any tests for similar problems people have faced. Also If this isn't in the right place let me know to move the thread! Can post my hip up if it helps. Thanks in advance! Media1_ref.mp4
  3. There's no explanation in the document to create a slip control field for viscosity? Does anyone know?
  4. So im simming a waterfall into a lake but am running into problems with the whitewater sim. When i color the vorticity attribute on the fluid sim i get a beautiful result but when i go to place a whitewater source down it doesnt seem to respond accordingly. In the images i attached are from the same frame, you can see where the vorticity is colored i would get nice whitewater on the waterfall and some ripples and the hopefully where its black there would be no whitewater but when i go to place a whitewater source and run the simulation i get a completely different result. I also notice that changing the vorticity settings in the whitewatersource SOP do not give any changes when i change the range or remap values so i am not sure if i am missing something? thankyou.
  5. Hey there, I'm trying to do some slow-motion with my flip sim and realize that reseed particles are messing up the retime due to its nature to generate new particles every few frames. However I cannot disable reseeding because i'm siming my flip with Narrow Band. is there a way to tackle this without disabling Narrow Band or is there a way to somehow set a fix number of particles and set-id so the sim won't get mess up when im trying to retime it?
  6. I have tried a lot and i just cant understand why my particles are dying and volume is reducing. I am trying to make a washing machine animation with the water. Any tips? Any suggestions would be appreciated :)) untitled.avi washing_machine.hip
  7. FLIP stick to SDF

    Hey, quick question: do you know if you can make flip particles stick to an SDF surface? When I try the usual workflow it fails completely. Is it actually possible at all? So just emiting flip and stick it to a deforming surface when having contact.
  8. Why I'm getting this error while exporting the heightfield any idea? # "Warning Cook error in input: window1. "
  9. Houdini.School | Attributes

    New Houdini class on Attributes. Enroll now: https://bit.ly/houdiniattributesclass Teaser: https://vimeo.com/714350608 Attributes are the heart and soul of Houdini. So many beginners and even intermediate users stumble over the importance of knowing the in and outs of Attributes. Understanding this topic is vital to getting the most out of Houdini itself. My goal is to give you a much deeper understanding of Attributes, so I have broken down this class into smaller topics. This way I can take you step by step from the core geometry component foundations, to common workflows, as well as reading & writing attributes from scratch. I'll also take you through examples of actual attribute implementations relating to RBD, FLIP, VELLUM, Crowd sim, and show some Viewport GL attributes. In session 1 you will be shown the core geometry components and how they relate to attributes. You'll also be given some clarity on confusing terminology, plus learn what attribute classes, and types you have available. Also covered will be a full explanation of the Geometry Spreadsheet, plus some tips on how you can sort through all of the data that it presents. I'll run you through what intrinisics are, how they can be accessed, and also explain what attributes are NOT, which is just as important as knowing what they are. In session 2 I will teach you the many different ways that attributes can be created, plus the the ways you can read those attributes back into your node streams. I will also take you through the world of Attributes versus variables, global versus local, and explain the reasoning and history of dollar sign versus the at symbol. In session 3, I'll focus solely on attribute usage in a variety of simulation setups. Showing you some implementation methods for simulation attributes. Houdini comes packed with a lot of native attributes already built in. I've gone ahead and collected together a massive list of well over 8,000 of them for you in PDF form. This course is aimed at getting beginners up and running with Attributes, but I will be taking you into intermediate territory fairly quickly as it's required to get a full understanding of Attributes. There WILL be discussions of VOPs, VEX, HScript, and Python in the second session. Don't worry though, because I will also be showing you many of the native SOP attribute nodes which simplify many common tasks for non-coders. I've packed a lot of information into this class, so even if you are an intermediate user to begin with, there is still plenty of good info for you as well. For more info and to enroll, head over to Houdini.School today.
  10. Need Help Breach Sim.

    Hello, So I've been working on a breach SIM, but I run in to 2 quite large and possibly related problems. Water spawns around my breaching object below surface level and when the object goes out of the water. The water level is lowered by the amount of particles around the object that is no longer there When this starts happening, the surface volume also disappears. Rising From Deep_6.3.hipnc The surface volume disapears at some point probably related to 1. The Whitewater SIM only takes a small vertical sliver that goes all the way down. ~whitewatersource ~simmed whitewater
  11. Hey there. i am trying to melt a spinning coin where the fluids transform into a logo when melted....i followed this tutorial https://www.youtube.com/watch?v=B3W-S0EW9xw and it works fine but when i feed the points from the coin into the flipfluidobject there is no more spinning. it´s just instantly melting and falling to the ground. the idea is that the coin spins for ca 100 frames, melts and transforms into the logo on the ground....all the tutorials for melting are for static objects but how about melting a moving (spinning in this case) object? i tried to find a way with some kind of timeshift/point deform solution but it´s not really working. would be really nice if some one could help!
  12. i try to create this effect with flip simulation but I can't.... pls help me https://www.youtube.com/watch?v=DHRSkRLJpqU
  13. Color Cache Conundrum!

    Hi everyone. I have a newb kind of question. I have a file cache of a flip sim I have done. I want to set the color on the first frame have that color "stick" to the particles and let them mix. I am using an attribute adjust color node to assign a noise to the color of the particles however the color is not sticking instead it just changes the particle color to match the noise all the way through the animation. Does anyone know how to assign the colors on the first frame then keep that color assigned to them?
  14. Hi, I'm kind of stuck with something I'm trying to achieve. If anybody could point me in the right direction, that would be fantastic. I'm trying to combine two techniques in the same shot. I have an image that drives a flip simulation. Image has two colors and each color will become a different fluid that interacts/mixes with the other one. Initially, this image was still and it was easy for me to achieve that with attributesfrommap and mapping Cd to viscosity and density. Now I need the underlying image to be an animation (only the character moves, the rest is still). I got the character animation driving the particles representing its shape using the volume optical flow technique. However, I'm struggling to find a way to merge these two systems together and basically add the character movement to the fluids mixing together generated from image Cd. This is a test project folder, which includes the images to drive the sim. motionFromAnim.zip
  15. Ok so i have this Sim i need to do. It is all working fine, excluding the Arms. These things. I tried using a collision above the pens to get the water to split evenly, not in this ripped pattern. However that didnt work as the collision left an inprint in the water. I am sure there is some parameter i can change to get the water to split evenly and not create these arms. But i am kind of hitting a deadend here. Any help would be highly appreciated !
  16. flip simulation collision

    when I simulation fluid in Houdini, some particles just pass through the colled object. what should I do?
  17. Hello everyone! noob needing some guidance from above here haha I'm working on a flip sim, just melting a cube into a viscous liquid. The sim is good enough but I'm having a little bit of trouble with some subtle flickerings along the edge which are driving me crazy haaha was wondering if there's any technique or trick to get rid of them?, the goal is to make the fluid very smooth. Thank you very much in advance! Best! Attaching a video and some screenshot of my meshing setup. Screen Recording 2022-04-27 at 16.08.42.mov
  18. Flip River Upres

    Hello, I have tried to replicate the videos down below. However I got an issue that the sim has a hard time to remain thickness/volume of the upres layer. I could kinda fix it when bringing up the reseeding (surface oversampling) to about 10, but that will change the volume of the sim. Does anyone have any ideas regarding that? https://vimeo.com/108888186 https://vimeo.com/638633520#t=71s
  19. FLip to bowl

    Hi guys.I want these water fishes move from lower position to higher position and then fall dowon into a bowl.I have made flip source.but shy the dop net can not work? any tips and tricks well be appreciated. thanks in advanced. FishFLip.hip
  20. Flip object collider

    Hello, I would like to know why these two objects do not collide? flip_fluid_object_collider.hip
  21. Is there a way to blast things across time? Short scenario: I have a set of points, and some of them behave badly some of the time. It's easy to set an attribute on the bad points and kill them, but I don't want the pointcount to vary across time. I have an ID on the points. I would like to be able to check if a point is ever bad, and then kill it at frame 1 - so my output has a constant pointcount with constant IDs of only the points that are never bad. Possible? How? Long story: I'm using a FLIP sim to make points wander nicely across a surface. The bulk motion is great, but the border points behave terribly. I can't delete the border points during the sim, because I lose fluid volume and all my points wander off the edge. Most of the border points stay at the edge of the sim, and it's easy to transfer an attribute to them post-sim and kill them off -- but there are exceptions. Some "good" points wander to the edge and get stuck; some "bad" points work their way off the edge and join the bulk motion. If I'm just blasting the border points as a post process, those few points that escape end up ruining my pointcount. How do I smite them? Thanks in advance!
  22. flip vol. collider issue

    Howdie, my volume colider in a flip sim doesnt behave as expected. Would you mind to hava a look at it? Thanks in advance. paint_smear.hip
  23. Melting object with random gravity/viscosity

    Hello there. I need to melt a typo object from bottom to top with a fluid sim. Problem is i don´t have a groundobject/plane so when i start the sim the particles instantly fall down. i had the idea to use a point group which goes from bottom to top to give the particles a random gravity/viscosity so they don´t melt uniformly. tried to set this up in the dop network using a solver and some attribute wrangels but i don´t get it to work... would be fantastic if some one could help me with this! greetings and take care.
  24. Any other suggestions on how to take a large wavetank sim, and crop just a small swatch, to do whitewater testing on, instead of the huge tank? I need to take the compressed fluid cache, and crop out a small bit. Tried something like this which sort of worked, but the whitewater source changed completely, so I am guessing I am screwing up something? Cheers! this is the ww source before cropping - this is ww source after, completely different as if it has more curvature?
  25. Flip Simulation Collision Question

    I am trying to create a bubble using white water with simulated data in water. This may be a basic question, but my skills are lacking, so please help. Is it possible to reduce the collision area in flip simulation? I want to reduce the collision area only by the red part shown in the figure. And in case of objects moving quickly in water, there is an interpolation phenomenon when simulating white water. Any tips on how to solve it? thank you.
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