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  1. Hi guys, I tried to figure out how to use the "POP Float By Volume" DOP, to float some particles on a fluid surface, but it doesn't work! How can I fix it? Thanks for helping. POP Float By Volume_01.hip
  2. Hello, It is noob question.. When I try to use PopCurveForce on the FlipFluid to make it follow a curve, the speed seems to suddenly decay. How can I make it follow the curve while maintaining speed? thank you fluid_question.hipnc
  3. Hello all, Does anyone know a way to fill a bottle with water, other than flip? Basically I’m looking to create an efficient system that will allow me to tilt the bottle, multiple angles, and quickly be able to adjust the surface of the water angle. I already have the bottle, and separate geo of the liquid inside. I’m aware this can be done in flip, but this would require me to re-sim whenever we move or rotate the bottle. Thanks!
  4. Hi guys In a fluid simulation, I would like to create soap foam (as you can see in the reference image below). I don't know if it's the right workflow, but I tried to apply a random "pscale" attribute to the particles, and the result was not what I needed. (I don't want to use the Vellum, because I would like to use this part of a fluid sim, later). How can I fix it? I would appreciate any ideas. Fluid_Random PScale_01.hip
  5. 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
  6. I start to learn the new sop fluid workflow, but there is no uv data on final output mesh. How can i keep uv from the beginer model to final fluid mesh? fluid-test.hip
  7. 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
  8. 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.
  9. 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
  10. 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.
  11. Just interesting Topic.. wondering For approaches !!!?? Short sims?
  12. 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
  13. Hi, I would like to replace the particles in my simulation by another geometry. For my fluid simulation I use the off the shelf, Flip fluid from object. I've had a look into the Flip Object and the flipsolver but I'm stuck. Thanks
  14. I am new to Houdini (swapping from Realflow) and I have been trying to create a fluid simulation using the wave tank but have the water level move downwards over time, I tried to simply animate the "Water Level" value in the wavetank_initial but the simulation does not work as expected. What would be the correct workflow in order to do this successfully? Thanks in advance.
  15. Hey all, I'm trying to recreate this trail-motion form-like thing... I was trying to do it with a sweep and a path but I'm not getting the nice interesting shapes like in the image. Does anyone else have an idea on how to approach this? here is my failed attempt so far (in the hip): odforcehelp01.hiplc Thanks!
  16. Hello I would like to create a Fluid-RBD interaction. But as you can see in the image below, the fluid pushes the rigid body so strongly. I need the rigid body to be a little bit heavy and to float on the fluid, based on its mass attribute. (Decreasing the "Feedback Scale", didn't help). Thanks for helping. RBD-FLIP Interaction_01.hip
  17. Hi, Is there a way to achieve this effect in H? https://vimeo.com/12992186 http://www.fusioncis.com/pr_smorganic.html
  18. Hi, I Need some info. My workstation is about 6 years old. It is a Core i7 6700K. (core is just 4). But I put more memory for learning Houdini. it is now 64 GB Ram. My Graphics card is 750ti 4GB memory. I plan to buy "ZOTAC GeForce RTX 3060 Ti 8GB GDDR6 Twin Edge OC Graphics Card" and subscribe to Redshift Render. So far I know Graphics cards are very important. But budget is an issue. 1. What do you think about my current system with GeForce RTX 3060 Ti 8GB? Can I handle a professional freelancing job with rendering? I intend to get a redshift subscription also. 2.Are these enough to do a professional level job as well as courses provided in Rebelway water fx courses as well as other vfx courses? 3. Is Ram bus speed (MHz) important? Or should I just focus on Capacity (GB)? 4. If I don't buy the graphics card then I can get the latest intel cpu (Core i9 12900K Processor) with 128 GB ram. I can use my old 750ti 4GB memory graphics card. I intend to do a lot of fluid simulation as well as other effects Houdini provides. Please give me honest professional advice. As it is a one time investment. I can't afford more until I start earning. Thank you so much.
  19. Hello, I am studying after watching this video. I want to make a splash with a faster speed than this video. If you increase the gravity value, all particles will receive the gravity value and go down. Is it because the mask value is not applied well? Help. thank you.
  20. Hi All, I have been trying to make this effect (attached pics), but not going anywhere. Could anyone help? Thanks a lot! Best, NLSN
  21. Hey everyone, so after my very long thread (https://forums.odforce.net/topic/44053-implement-kernel-maths-in-vex/) I finally found a solution. The setup works great at 0.05 res, you might have to dive inside the solver and change some parameters to get it work at other resolutions (especially to get the droplets). Here are some test : Emission threshold at 60 (depending on the situation, there might be some abusive expansion, like at the end on the rubber toy, but this seems impossible to fix when you want a full thin sheet) Stretch threshold at 0.75 / Surface Tension 0.5 Emission threshold at 15 / Stretch threshold at 1.25 / Surface Tension 1 Houdini default Flip with Surface Tension at 1 Crown test with 50 Emission threshold (problem with infinite expansion with liquid dropping from the collider) If someone has suggestion to improve it, feel free to tell me I'm still working on fixing the infinite expansion issue, but the emission threshold is doing great until 20-30 depending on the situation Cheers, thin_sheet_solver.hipnc
  22. Hi, I´m new to houdini, coming from the barren lands of the deceased Softimage. Really excited with the power behind H. Thanks to all of you that pay attention to questions that might seem silly and noobish. Im trying to generate rolling waves with flip fluids and custom velocities, ive been looking around and have followed several examples. As an exercise im trying to replicate something like shown in this video. Im sure its really simple, but so far i haven´t been able to replicate the pull and release force that the plane is applying to the fluid. (I know how to apply a custom velocity through a volume, but the attempts that I get are not as organic as shown in the video). Any pointers on how is the velocity being generated from the grid? thanks!
  23. Hello, I made a Fluid simulation and I added a particle fluid surface to it, is giving me very noisy mesh where the fluid is making contact with the glass, I tried using a Boolean, but the liquid is not making contact with the glass. I tried using a Poly Extrude, but is also inflating the other parts of the fluid and is making it look bad. My Plan B is to use a Poly Extrude on the glass to make it thicker and use it for the boolean, but I wanted to know if there is something wrong of what im doing on the Fluid configuration
  24. Hi, I am trying to create a flip simulation of an animated character, such that the surface of the character looks like a violent ocean. So far, my attempt has been to create a character body with suction fluid, having some emission as well. However, I am not getting the effect I am looking for. The fluid surface created by the suction force is very smooth, but what I want is for there to be ocean waves flowing around in the surface of the character, if that makes sense. Have a look at this video: Basically, I was hoping to get the surface of the character looking like the ocean surface in the video above, instead of a flat plane as the base mesh, it should be the character. Any help is greatly appreciated.
  25. Hey all, I’m looking to receive some advice on a simulation I’m working on. My aim is to set up two fluid simulations following their own curve which leads to them both colliding and mixing together. What would be the best approach? Hope this makes sense! Thanks I’m advance.
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