Jump to content

Search the Community

Showing results for tags 'fluids'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 72 results

  1. I have a FLIP tank with some action going on. It's just someone diving, so the part of the tank that requires a lot of computation is small, but it's an underwater camera, so with a small tank you see the edges of the simulation. Is there a way to either focus the simmable area in a tank/make particle separation dramatically smaller in one area, to accommodate a huge tank with not much going on so the render times aren't crippling? I've seen tutorials on using lo-res sims to drive hi-res, but that is sort of the opposite of what I'm looking for. I've also seen some endless ocean tuts, but since what I need is an underwater dive, and the breaking of the surface (and the water still beforehand), I haven't found a way to make that work. Thanks for any help!
  2. stop motion with retime node

    i am sure i might be doing this wrong but can't see where it is, trying to use the retime node for a stop motion effect, on 3 or 6s?
  3. I was trying to make a river to learn how to use FLIP Fluids and Houdini in general. I came across a tutorial and followed up, but when I tried to apply that tutorial to the geometry i wanted to it didn't work the same i look more like an ocean or a lake. Also here is when i realized that the tutorial only works correctly on a straight path along the X Axis. When tried to do it in other direction the sim still goes in the X Axis instead the intended direction. Can somebody give me a hint or some help on how to correct this? Or maybe an idea on how I can do this? Thanks in advanced. River.hipnc river.mp4
  4. Cascading Waterfall Advice/Help

    I'm currently doing my FMP for University and will be working in a group of 4 to create an environment with a character asset and Waterfall/Lake FX asset within it. I will be solely responsible for creating the waterfall/lake but I'm currently unsure with which way i should approach the project. The Waterfall is going to be in the background cascading down some rocks into a lake in a cave however we will be creating the cave to real world scale which has caused problems when trying to set up emitters at such a large scale. I've attached some reference photos of what the waterfall is going to be based on as well as the initial proxy geometry created for my particles to flow over. I was just wondering if anyone here has any experience with a sim of this type/scale and could lend any advice on how they created it. Thanks RocksPrim.obj
  5. Hey fluid masters, is it possible to combine 2 Particle Fluid Surface nodes? I am getting better "gloop" and tension in the meshing of 2 different sims using PFS. VDBs, not so much. Even using VDB to Particle Fluid Surface is not as good as PFS. See where it simply Boolean Unions and doesn't Mesh them together like the Particle Fluid Surface node? Cheers!
  6. FLIP unstable border particles

    I am trying to get a calm puddle, and I have managed to achieve that in most of the fluid. Still, I can't get rid of this moving particles at the boundaries.... I've tried deleting them, but new ones will start moving until they get there... puddle_02.mov
  7. Hey, I was curious if anyone had information on the differences of the changes between SourceVolume and VolumeSource. When diving into the assets they seem almost foundationally different? (which makes sense) But I'm trying to understand what the old way was versus the new way. I was curious where all these interim fields are (SourceVolume) or if they're just gone and why they existed in SourceVolume if we're now just copying the volumes straight to fields now in the VolumeSource with a foreach. And just a bunch of why's and as to why it was done such a way and why it has changed now. I don't quite understand it all. but it seemed to be a middle step of the solve for all the volumes to fields. where you could access these temporary fields - tempvel, source, sourcelength and manipulate them. And I'm really curious the difference between now and then, and the why between now and then. Or even where they are if they do still exist. Wish I could be more specific but I'm still a beginner. Cheers for any help or light on the matter. H16.5 Source Volume H17 VolumeSource
  8. Here is my first attempt at fluids - recreating Daredevil intro effect with sticky fluid revealing shapes. https://vimeo.com/310978326 Comments appreciated
  9. Tsunami Effect

    Hey Magicians! I recently started using Houdini, so my knowledge isn't as vast as some of you guys. I've been trying to figure out how to spawn whitewater along the top of a tsunami, however, I've been having lots of problems going in different directions. Through a lot of RND and research, I was able to get the flip fluid on the cusps but the whitewater just isn't spawning, I think I found the error, it has no "Point Groups: emitters 0". I've been able to copy spheres to the cusp and scatter pops to the cusp as well, but I need the whitewater (foam, spray) on the cusp instead and don't really know how to go about it. Other than for a project, I've been really interested in seeing how its done since so many people want to avoid it. Any help is much appreciated! TsunamiWave_FX_v01.hipnc
  10. Modifying Temperature before FluidSource

    This could be a really simple question, forgive me. I was curious how you would go about modifying per particle attributes (specifically temperature) when converted to a volume. For example I have a fluid particle sim and I want to use that in dops for a smoke solver.. and modify perhaps the temperature based on their respective ages. so far I've just randomized them dying based on age. which feels binary. so I wasn't sure if I could do something more in sops or if this would be a global dops animated kind of thing. Something a little more interesting and controllable is modifying the pscale for the particles. when going into a fluid source or a vdbfromparticles. I was hoping perhaps there's a similar scenario in which I could pre multiply temperature in the same way pscale is being done. Is there any guidance perhaps down that avenue? Uploaded a simple file if that makes my incoherence any more understandable. Cheers. Example_File.hiplc
  11. Hey guys, My name is Daniel Moreno, I am an Effects Artist based in Sao Paulo. Brazil. I have many years of experience with Maya and Realflow, and about 2 years Houdini. My main expertise is Fluid Simulations but Having been doing a lot of other things as well. This page has my Bio, Resume and Reels: http://danmoreno.com/v05/#about-us http://vimeo.com/danmoreno http://linkedin.com/in/danmoreno/ http://facebook.com/danmoreno3k PS: How do I embed vimeo here? Daniel Moreno
  12. Hello everyone! How would you go about making the bubbles generated from a whitewater sim to last a few frames on the surface of the fluid before being killed? Thanks, Diogo
  13. FLIP Spray not colliding

    Hello every one, I am doing a regular FLIP simulation where I have my particles colliding properly with a passive object. I have added a whitewater dopnetwork from shelf, and I re-created the collision setup in there. When I add foam and spray, everything goes as expected, but the spray just goes ballistic and completly ignores th collision borders. In the capture below you have an example of the overshooting particles (the ones making the correct form are the regular corefluid FLIP particles).
  14. I Speak Whale - Houdini Project

    Hi guys, i would like share with all of you my latest personal project i did on my spare time. Hope you like it.
  15. Flip fluids Jeff Wagner

    Hi there, This is the first time I'm positing it, so I hope everything is in the right place :). I've been watching the Jeff Wagner tutorials for flip fluids and I have a question about one of his examples. In the water rapids file, the fluid basically flows over the side of the terrain and out. I tried changing the velocity, but that doesn't seem to change anything. I also tried to make the fluid follow a curve with a velocity field, but this doesn't look natural at all. I was wondering if anyone can maybe explain why this happens and also if anyone knows how to fix this? Thanks.
  16. Art directable flip fluids

    Hi, I'm starting to do some flip fluids and I would like to be able to art direct them better, in the example I've attached, the fluids have a lot of art direction, they don't even collide but move like controlled by blendshapes. I can drive the fluids by custom forces and modify their behavior, but I'm having trouble getting an initial shape like that, with the wide leading end and then a flat stream, can anyone sugest a way to get something similar? thank you in advance. FluidsCollisionRef.mp4
  17. Hello Houdini Users, I am new around the forum, and have been exploring the software for some time now. I come from a Realflow background, where I usually would go for an open domain Hybrido simulation and the particles could leave the container freely. Now confronted with the FLIP Tank workflow, I realized that the waterline option kills the particles at the boundary, instead of them rebounding (I always get some rebound with just waterline turned on), making it look like the container's walls don't exist above that certain waterline level. To avoid the loss of volume due to the killing of the particles,I turn the boundary layer on and it looks like it somehow replenishes the particles, but it generates artifacts that I can't comprehend: -Just turning on the boundary layer and leaving the padding at 0 makes it look like it is not working at all, thus I still loose volume and get some rebounds. -If i set padding values like for ex. 1 (in x and z) I get jittery particles around the boundarys. Could some one explain to me how is the Boundary Layer suppose to work (very briefly), most specificly the "Padding" options and in what context should it be used? Thanks, Diogo
  18. Hey everybody, I'm following some lessons about the reworked ocean tools in Houdini 16, and made a typical FLIP sim of a boat on ocean. But when I plug my compressed flip cache into the Particle Fluid Surface node and select "compressed fluid surface", I don't get any surface mesh at all - just the particles from the cache. Has this happened to anybody else or does anybody know how to get it work.
  19. Slowing down fluid dynamically

    Hey guys, I have a Little question: what would be the easiest way to retime a fluid dynamically? So there is a timewarp node but I want a fluid to slow down on a certain Frame and then move on in the normal Speed. So probably Need a timrshift too and Switch to the correct retimed Version. Sry, could figure it out by myself but there's quite some stress atm with other parts of the Project : /
  20. Hello! I don't know if this is normal, but it's really whoring my surfacing... During the flip simulation using the narrowband option, the level starts to drop thus changing the waterline which really messes up the surfacing part causing artifacts. Why am I losing particles during and the sim causing the level to drop? It's a basic shark swimming around using deforming object collision in a flat tank off the shelf :/
  21. Saliva FX

    Good evening my fellow Houdini magicians. I have been trying the last couple of nights to create a Saliva Fx for a dragon roar but my brain is completely drawing a blank... So I figured I would try my luck here and see if someone is up for the challenge. any amount of help is appreciated to get me started. I have tested a few things, but I was not happy at all with any of it, so I am leaving a clean canvas here and hoping someone has a good approach to this that can get me going. in my head the saliva would be sticking to the teeth and then slowly get pealed off as the dragon roars, HOWEVER I am not married to a certain look of the FX, I just want to learn how to do a cool saliva FX. I have attached a clean scene file to start from and also the .bgeo sequence in case you cannot see the geometry in the scene from the locked node. Thank you in advance for all your help. Cheers. dragon_head.hiplc Dragon_head.rar
  22. Plastic Curtain on Fire

    Hey guys! Was just wondering what's the best way to melt a plastic curtain with Houdini? Something like this - https://images-na.ssl-images-amazon.com/images/I/51hzskGD15L._SX425_.jpg I want it to melt and shrink in a way the plastic material behaves when it's on fire. There are many melt examples out there using flip but I am not sure how will I achieve the shrinking effect. If you guys can come with any ideas or point me towards the right direction, that would be amazing! Thanks, bifrost
  23. What's kiling my particles?

    I have a simple curved tube open at the top and closed at the bottom with 3 fluid sources inside (see image below). They emit and the fluid travels nicely inside the curved tube. However, it doesn't collect at the bottom of the tube. It also doesn't appear to be leaking or near the volume boundary (so that's not killing the particles either). Hip file attached. Much appreciated if anyone has time to check it out. workbench.hiplc
  24. White water issue

    I'm adding white water to a sim and the whitewater is dying by chonks not randomly based in the life expectancy. Any idea of why this is happening or how to fix it? Thanks to all!
  25. FLUIDS - ALPHA PROBLEM

    Hello everyone! I have a problem with my alpha, when I render my clouds separately (what i don't render is in matte shading) I end up with weird alphas in compositing. Do some of you have the same problem, or is there something obvious I'm missing? Thank you!
×