Search the Community
Showing results for tags 'fluid sim'.
Found 3 results
Hello everyone! I hope everyone is doing well. Before I start I'd like to apologies for my English. I'm creating a flip sim of a ship rising from underneath the ocean and splashing pretty much similar to this type of shot and I'm following this tutorial from Escape Studios on Youtube The problem I'm getting is that the splash is too big ( https://imgur.com/a/jpd1KsI ) What would be the solution to get just the right splash for this type of shot? The boat has been scaled and animated in Meters before I've imported it to Houdini. I have attached the hip file so everyone could take a look. Also, the flip simulation seems to move very slow compare to the animation of the boat. Here's the preview Thanks all! Boatsplash.hipnc
Artifact_Error posted a topic in EffectsHello all! I'd like to preface this with the statement that I'm fairly new to Houdini, come from the art side of things, and am trying baby's first Vex. Please forgive my ignorance. I'm trying to create a melty candle effect and am having some issues getting the candle to build up new wax over old wax without reheating it. This is my first real dive into fluid sim, and I think this is one of those "didn't realize it was a complex sim when I started" scenarios. I've seen a few tutorials on how to do this effect if you are generating the particles, by controlling the temp directly with particle life, but i'm trying to do this effect with the melt object preset, and as far as I know, there is no particle life that can help me here. My question is, how would you approach the issue? I made a very apelike attempt at a popwrangle with a if temp > .9 viscosity is 'insert low value here' else viscosity is 'solid value here' kinda deal. I had no clue what I was doing and it failed miserably. I'll leave it in the side of the DopNet for you to chuckle at should you so choose. It is safely quarantined from the other nodes so it doesn't frighten the children. If I'm approaching this all wrong, please let me know. I'm fairly certain I've got some default settings on this sim that shouldn't be, bad preview settings, etc. . . I'd like to learn the best practices for running these sorts of things. I'm a 3D illustrator/generalist and am trying to add some VFX tricks to my sleeves. I came from Maya over to Houdini a few months back and its still daunting. Really fun though! Thanks for your help! Candletest.hiplc
Hello OD force, I'm a new Houdini user, and I'm looking for some general advice when it comes to utilizing Ocean FX & FLIP tools for a project. Right now my team has been tasked with recreating Myst Island, and our camera shots feature a lot of interaction with water. We need to see an ocean trailing off to the horizon, splashes on the shoreline, and camera shots that pan under and out of the water. Needless to say, for a new Houdini user, this has been a (little) overwhelming so far. BUT, luckily, I've made some progress, and there are a couple more months to figure this out. Here's what I'm curious about: - How will shading both the FLIP & Ocean patches work consistently within Mantra? Is it better to somehow make a custom shader for this or Is it better to mesh the FLIP Sim w. VDB and apply displacement on top of it via the ocean shader? (My concern is that perhaps displacement may not work work in conjunction with velocity attributes affecting the mesh) (Finding anything about shading water & foam/splashes inside Houdini has proven to be an elusive topic in general) - What are some recommended tutorials/resources that you think might be helpful? - How would you approach a technical challenge like this? If you're interested in seeing the blockout video, I have it on vimeo here: I've also included a screencap of the ocean I've built so far. Thanks for reading! Have a good day, - Tyler Bay