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Found 136 results

  1. Hello, I have a simple simulation task, where a static object and fluid object simulate. Emit Particle Fluid from a box to the sphere, I wanted to have a thin line of liquid so I made a static object bigger and box smaller, this way it goes as a narrow water tube, but the particles go too far from the static object, how to fix it? Where to look?
  2. Hello Guys. I have a problem with meshing FLIP when flattening for ocean displacement. There's visible popping by one frame in refraction when geometry is coming out of water. Here's preview: And here's what's going on with mesh on one frame and next one: Anyone have any idea how to fix that problem? I've tried many solutions but without success. - Narrow Band is turned off - I tried subtracting collision geo from mesh but it doesn't work - Without flattening there's no problem because of the boundry, water has thickness and it's meshed together with space around collision object. If anyone have a workflow for meshing that kind of ascending, I would be very grateful for any sugestions. And if that will help, I'm sharing .hip file without cache files. flip_ocean_rnd_v004.hiplc
  3. Hi, I am currently creating a simulation with flip fluids that are affected by a vortex force. I need the velocity/lift attributes to be animated independently throughout the simulation, though no matter how I set the settings for either the sop geometry, or vortex force operator, the values will not change throughout the simulation. What is the proper method for animating these attributes for use in dops? Thank you,
  4. Tsunami Wave

    Hello, I am trying to create a tsunami scene in which a giant ocean wave bringing a large whale with it hits the ground and enter in the city. And of course, I am taking 2012 Shots as reference. Now which is the best way to create a wave like that and also I tried ocean waves node and merged that with ocean spectrum in wavetank_initial but in the fluid simulation particles do not maintain their shape and they just fall down and get mixed with the ocean(Please find attached screenshot). And in Wavetank_Inital it follows the pattern but I when simulate it in wavetank_fluid after some frames the hero wave just starts to fall. So, Whats wrong here, the Process or there is another way to do this effect? Kindly guide me on that. Thanks I have also attached the reference video. Ref.mp4
  5. Color in FLIP sims - milk pour into tea

    Hi everyone, I was thinking of creating a simulation of milk pouring into tea as a showreel piece, but I'm not sure how best to go about it. I have seen people using color in FLIP sims, however in all the examples I have seen, the fluid is shaded to be opaque (like different color paints mixing). In my case though, I'd need to be able to see the milk as it is poured into the tea and see it underneath the surface. Then over time, it needs to change the color of the tea. My best guess would be to simulate the liquid, and then create a separate smoke simulation for under the surface of the water. However I have no idea how I would integrate the two. Here is a reference video I found: Any ideas for this would really be appreciated!
  6. Hi all, Do you know how to remove tiny water drops in fluid simulation? As you can see below, there are many water drops in the air and these are looks weird. I wanna kill that particles, but I don't know what I use among the various attributes. I tried remove points by vector speed, but it's not good result. Is there any way to kill the particles? or should I remove them manually by @ID? or should I simulate until particles looks good? Thanks in advance!
  7. Beach simulation

    Hi Guys, I am trying to create a beach simulation in houdini and I am having some problems with it and I can't seem to figure out what is the problem. In the simulation, I want the waves to hit the shoreline and slide back down (return) to the ocean. What I am having trouble is that some of the water just sticks onto or linger around the surface and it won't go back down. I have the friction set to 0 and untick stick on Collision in the fluid solver but still not working. Another problem is the jitters on areas where thin layer of fluid is sticking on the surface, random holes will appear if I look at it using particlefluidsurface. Lastly, there are gaps when the fluid is being pushed forward and backwards.... im not sure why it creates gaps like this. beach v5.mp4 Fluid being pushed and creating gaps Thanks
  8. Fluid Explosion with Viscosity

    Hey guys, I was having a little trouble with my fluid explosion. I want it to be very similar to this but I'm having a few problems. 1. The ground plane doesn't react with the fluid. 2. I want the explode the fluid in a series of directions but for some reason, it is only going in one. 3. I can't seem to get it to burst. Instead, it keeps emitting I'm sorry I haven't done any fluid simulation before but really want to learn. Thank you! Fluid_Explosion_002.hip
  9. hey all! I'm looking into replicate this kind of effect attached: droplets sliding on the ceiling and then falling down, in a macro (so that you can see the drop almost at full frame) and at a much more slow mo speed...any idea on how to approach it? not sure if flip would be the right approach cheers! ref_droplets_A.mp4
  10. hey I'm rendering some fluid with mantra, and I noticed that if I turn on motion blur the fluid gets darker, I thought it was an issue with low samples and noise, but even if I crack up the samples the fluid is still very dark compared to the image without motion blur
  11. I'm having a bit of trouble with the diplacement working from the ocean flattank_fluid_extended node. I got the volumetric fluid to extend, but getting the displacement effect is giving me some trouble. I'm trying to get the volumetric fluid to follow the extended fluid plane's displacement, but it doesn't seem to follow when I point it to the /obj/flattank_fluid_extended/RENDER vs. the /obj/flattank_fluid/RENDER. What is missing in the extended node that doesn't give the volume the proper displacement? Thanks. This is a bit of a new system, so I'm a bit lost in the woods. The surface is working great, though, and I really love the new system.
  12. Fluid not colliding with object

    Hi Everyone! I have an issue with a flip fluid sim not colliding with any objects. I have made the objects static objects, and the settings I have on this collision object are working perfectly fine in another scene with a different fluid sim - which might indicate in may be to do with the fluid? Are there any settings in the fluid that could prevent it from colliding? Let me know if you need more info. Thanks!
  13. Flip mesh artifacts

    Hey magicians, I'm trying to export a flip sim (I used suction fluid) but I'm getting some artifacts on the mesh, like pixelation as well as weird behaviors. Also, the mesh (its a usb model) doesnt fill completely. I already played with density, suction force, distance and some other parameters with no luck. I want to have a clean liquid filling the mesh, any advice on it? P.S: Attached is the video with different setups Thanks! USB_RD_02_Mesh_02.mov
  14. Test destruction

    My work for January - February 2018. These are tests on destruction of 16 Houdini. I ask for your opinion on quality
  15. Interior Fluid Shader

    Hey wizards! I have a challenge I need help solving. I'm doing a flip sim where I have to mix two different fluids together, I.E. water and lets say molten aluminum. Clearly these two fluids need 2 different shaders, but when doing a sim you'd want one one mesh to keep everything clean without gaps or ips. I've already created a single shader driven by surface attributes to get the two different materials to work on the same mesh. There's only one massive, glaring issue with this method. You don't get any of your interior attributes back from your particles when using a mesh. The many solutions I've tried all fall short including using volume representations of the interior fluid, this is because a volume cannot receive lighting information that surfaces can I.E spec, refraction, SSS, etc. One idea that I haven't been able to fully explore, due to my lack of shading knowledge, is the way that ocean shaders use particle and volume data to create the deep ocean looks that Houdini is great at. So TLDR my question is: Is it possible to recreate a shader that works like the ocean shaders in that I can take volume and particle attributes to drive things like sss, spec, refraction, etc. using the principled shader. If so, if anyone has any basic leads or can point me in the right direction to get started that'd be huge. I really want to get this shader to look incredible so I can share it with the rest of the community down the road if anyone needed to tackle something similar. Have at it team!
  16. Hi everyone! Just a quick question out of interest. Speaking very generally, fluids usually take longer to compute/sim/render than other types of sim(e.g. rdb). Just wondering why from a technical point of view? Is it anything to do with equations used to compute it? or i guess more particles stuff in the scene? I've just seen how vague and ridiculous this question might sound but any info on this would be really interesting! Thanks in advance!
  17. Fluid Boolean

    HI, How do i boolean(subtract or intersect) a poly soup? i wanted to subtract some of the part of my particle surface fluid. since the fluid is in polysoup, how do i boolean(substact) a polysoup. ?
  18. Hi all I am trying to simulate rain splashing on an already full tea cup, like the reference below. I have done a FLIP simulation which fills up the teacup quickly using an emitter inside the teacup, i have also done a basic rain simulation using the POP solver. BUT. i cant get the two to interact, the rain needs to be splashing the water as it hits it but i have been struggling for a few days and just cant seem to get it to work. I'm guessing its because i have used a FLIP solver for one and a POP solver for the other, but i have tried making them both FLIP or both POP but i just cant seem to get it to work with either. I don't know a huge amount about particle simulations so i might be being really dumb here but can anyone give me any advice or spot anywhere where i have gone wrong? I've attached the scene file and the geometry .obj that needs reading in, along with some screenshots of my nodes. Any advice would be amazing! Thank you in advance! rain_issues.hipnc teaCupV3.obj
  19. Hi All! Are there any ways to optimise/reduce the file size of Houdini caches. I'm caching a (very small) FLIP fluid sim with a 'File Cache' Node at the moment and each frame is about 100MB. Multiply by 500 frames and that's a BIG cache! - not to mention the time its taking! I am sure it shouldn't be this large considering this is only a very small fluid sim so any tips would be great! I know a lot of people have this issue with sims so hopefully kind people can help us out! Thanks in advance!
  20. Bottle pour into glass.

    Beginner houdini user here. Trying to learn small scale simulations has been a struggle so far. It's been far from a logical journey so far i must say. The simulation i am working on is a bottle of beer poured into a glass and then the bottle is set down on again. With lots of iterations i have managed to get the first state of the pour to a good look i think. however i know want to set the bottle down again and that is when things start to get funky. The flip particles seems to increase in velocity when moving the bottle back and down again, resulting in them spraying out in control upwards. I have no idea what is going on and why, been trying different settings for quite some time now so if someone has a pointer in the right direction that would be awesome! Attaching a compressed scene file with all the geo and also a flipbook of it. beerpour.rar beerpour_v008.mov
  21. RBD Fractured Obj with FLIP?

    Hello! I'm doing R&D for a project that will involve and egg breaking, releasing the yolk/white. Right now I'm just trying to get the principles down. I am currently just testing fluid inside an egg (making sure it stays inside when it's supposed to and falls with the egg in gravity) and am having issues with the fluid disappearing or leaking from the egg. I am used to using rbd packed objects for destruction so I started out my workflow with the egg as an rbd packed object, but saw some examples on here that suggested using an rbd fractured object so I have tried that as well. When I use the egg as a packed object, the fluid seems to just slowly disappear over time, and when I use a rbd fractured object the fluid sticks to the eggshell on the second frame and then flies out. I know the eggshell is thin geo for being a collision object (it is accurate to a chicken egg), but even when I thickened the geo I still had fluid disappearing. Any advice regarding using fluid inside rbd objects would be appreciated! egg.zip
  22. Fluid is not flowing

    Hey guys, my problem is, that my fluid won't flow down... I think that is because my emitter is to small, or could it be something else? Milchkarton.hiplc
  23. sticky slime

    Hello guys. i was trying to make sticky glue, that 100% sticks to two objects (never peals of). I have two boards, each with piece of slime, as they touch, slime should join and as they move apart, the slime should stretch and break apart (but never peal off from board). I did spend some time, investigating, but im having hard time to force the slime to stick without pealing. anyone can point me in better direction?
  24. Advice needed for pyro sim

    Hi Guys, I am currently working on a shot where I need to simulate an object falling slowly through deep water whilst bleeding (The more blood the better). Initially I began with a pretty simple setup, An emissive object, a collision object and a divergence volume which is being used for expansion. The problem I am running into is that I need the smoke to continually expand, whilst becoming more diffused and transparent, but to always remain in the sim. So I have disabled dissipation as I don't want to lose density, but this leaves me with a dense volume which isn't transparent or diffused. I would like the density that is in the sim to have an aged based blurring. I did try to achieve this with a gas dissipate and heat field but this still wasn't right. I have also spent time trying to tweak the pyro shader to achieve the desired effect but I am not having much luck. Below is an example of the look I am trying to achieve. Between 0:21 and 0:34 Any advice will be greatly appreciated. Many thanks, Clive Blood_in_water_odforce.hip
  25. Flat tank n00b - Why isn't my boat wake working?

    Hello! I'm trying to create the wake and white water created by a boats engines/propellers. I've made it work by adding forces from a PointVOP into a fluidsource, but as soon as I change the Particle Separation in the flattank_initial, it stops working. Also, when entering the node containing the plane from which I create the force, the perspective gets all weird. In the attached file the forces do not work. It's a super simple setup, but as this is my first attempt at Houdini, I'm stumped. Any and all help would be greatly appreciated. Attached: Workfile, Indie Limited-Commercial license. Tug_Sim_V06.hiplc
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