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Found 264 results

  1. 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
  2. Fake water in bottle?

    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!
  3. POP Float By Volume, issue...

    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
  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. Hi guys In a fluid simulation (FLIP/Particle fluid), I want to assign a randomized attribute to all the emitted particles (at the beginning), but I would like them to keep that (random) value until the end. For example: Assign a random color for each particle, and keep it from the beginning to the end... Thanks, for helping. Fluid_01.hip
  6. 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
  7. 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
  8. 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
  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. Leidenfrost effect?

    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. 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.
  14. 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
  15. 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!
  16. 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.
  17. Flip object collider

    Hello, I would like to know why these two objects do not collide? flip_fluid_object_collider.hip
  18. Wave sweep form

    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!
  19. Fluid-RBD interaction issue!

    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
  20. pop fluid splash

    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.
  21. 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.
  22. Hi guys, I filled half of a tube with some fluid particles. The problem is that fluid begins some weird motions. How can I fix it? Thanks for helping. Fluid_Test_01.hip
  23. Push outside Fluid Surface

    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. Hello guys, I am desperate on this one! I want to fill with water this evolving shape that starts from nothing and expand like a flower. The idea is to make the fluid squirt out of it from the top (there is a hole on the top of the geo) but to start, I was thinking of filling the geo first. Maybe there are other ways to get the squirt going but I would like to fill the shape with liquid first. I am aware that I should use deforming VDB object for collision, I know the workflow but there is definitely something I don't know here. Whatever I do, the liquid goes through. I tried with a super high res VDB or even 8 substeps, nothing works. I suppose it will be easier if I attach the file so here it is test_ffluid_inside_growing_geo.hip Any idea? Thank you very much
  25. 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.
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