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Found 712 results

  1. I intend to use the value of Flip's Vorticity to trigger new particles to simulate the bubbles. It is not a white water system. They can affect each other, just like the role of Realflow's Filter effect.
  2. Fluids I - FLIP Simulations

    Be sure to check out the course at https://www.cgforge.com/course/fluids-i Cheers!
  3. Honey drop scene

    I'm trying to animate this honey scene and wondering how I can improve the scene to feel more natural. It's still too nervous to be production ready and doesn't feel super natural yet. Any ideas? meshed-.mp4meshed-.mp4
  4. I'm trying to replicate this effect to learn. I've attached the ref and my flipbook. Feels like I'm close from a setup perspective? Wondering what I could do differently so it feels more sandy. I'm using a flip sim advected by a AA Flow Noise Velocity field. Somehow I don't get the same "sandy" look. Any ideas how to get closer? sand-flip.mov sand-ref.mp4
  5. Hi everyone, I have a question about flip sim as I am new to flip sim. Here is the Flip sim what looks like now. but What I am achieving is, -A Character I got from Maximo (Sonic) jump into the ocean and stick Sonic's head out of the water. What's issues I have are, -FBX's character animation doesn't show up in DOP. Static character slowly sinks into the water, with less splash than video I attached. I have done FBX Character Import, BoneDeform, OUT as null and paste into SOP path in RBD object. -How can I make stick the character's head out of the water from the bottom of the water tank? Probably make switch for active/non-active in RBD Solver? Sorry for my poor English. Hope some attachments makes sense what I am trying to say. Thank you! Houdini File Water_Tank_vODF.hipnc WaterTank_v002.avi
  6. Collide multiple liquids?

    How please, is the best way to go about colliding 3 liquids? What is important is that each can be rendered differently. Thanks in advance, 5D
  7. Hi Everyone! I've working on this effects (see the reference above) for a couple of weeks now but I still haven't grasped the proper way to achieve it. I have tried ocean spectrum on deformed mesh, and I have tried to built a collision geo and use some particle velocity as wake to parting the river. But none of them seemed worked very well to me. I wonder if someone could help me to with this? Thank you!
  8. Is it possible to jack into or change the Noise in Repellents, other than the standard controls? How is the noise calculated? Can we add to it or change it? Add a Perlin noise or custom vel? Vex or Vops? Maybe effected by a POP sim? Or is it hard coded? Cheers!
  9. Flip mesh motionblur issue

    I always have problems with motion blur for water surface mesh, One time I fixed that problem but I forgot that. as you can see I used a trail SOP to produce velocity for the mesh but the trail SOP creates velocity per point and that's why the motion blur is odd. How can I create proper motion blur for water surface mesh?
  10. Ocean Source

    Hello, I have a grid , approximately rotated 45 degree by x axis, I extruded it, and I have to make this boolen grid into flip ocean source, but I can't how, Please help
  11. Hello Friends, I have a Problem. I build a particlefluid with a normal flip fluid solver. A Object falls with a transform-node in the fluid and the fluid splashes. But when I add the retime node at the end, my mesh from the ParticleFluidSurface disorted between a few frames. Here is a video. Has everyone a solution for this? I tried some settings but the problem remains. Greets Patrick untitled1.mp4
  12. FLIP mesh adjustments

    Dear ODForce krew, I am doing a bullet through a fish tank in slow mo. I have simmed only a chunk of the water for two reasons. First so I can have more resolution, and second as most of the tank would not be affected by the bullet, saving unnecessary sim time. I also have a procedural cuboid with ripples (frozen of course at this time scale), that becomes the rest of the water). Where the water is coming out (having chopped the FLIP mesh and cuboid down the middle) I can boolean them together, SORTED. However the other side where the water is going in I cannot figure out an operation to leave me with the cuboid's face and the indented water of the FLIP mesh. Any ideas or knowhow? Thanks in advance, 5D. NB: The cuboid is also essential around the parts of the tank that are not being affected by the glass because the interface of the glass and the water needs to be perfectly smooth, as if I use FLIP there and surface it no matter the smoothing it's not totally flat. NB2: Here's a pic of the glass shatter to help anyone understand what is going on.
  13. WW emission from EVERYWHERE

    Hey ODForcers, I have a FLIP sim and WW, and it was working but now it just emits from the whole FLIP, when it didn't before. It seems to be from Vorticity AND Curvature and makes NO SENSE! I'm trying everything but wonder if there's something obvious I've overlooked. I would upload .hip but there are multiple caches ... so ... Any help much appreciated. Thanks Nick NB: it seems to happen when everything has ZERO vorticity too AND when you turn up vorticity range to say 3000 to 5000
  14. I have a FLIP sim and need to art direct some of it and I can't seem to figure out how to push (or pull, guessing the difference isn't a major issue) one side of it in a cone shape. Also I'm hoping reseeding will fill in any weird holes that would maybe start to appear as a static "lump" of water is forced out by the cone? I would upload my .hip and explain my whole project but it is HUGE and currently a major headache I'm trying to sort out myself in the spirit of attempting to learn this beast called Houdini! Thanks in advance for any help. Nick.
  15. As you can see I used a guided ocean layer from the shelf, But the interior volume doesn't obey the extended surface size. How can I fix that?
  16. 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
  17. 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
  18. There's no explanation in the document to create a slip control field for viscosity? Does anyone know?
  19. 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.
  20. 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?
  21. 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
  22. 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.
  23. Why I'm getting this error while exporting the heightfield any idea? # "Warning Cook error in input: window1. "
  24. 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.