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Found 81 results

  1. Hello there! Newbie here, to odforce but also to fluids in Houdini! I have spent a couple of days learning how to set up fluid sims with shelf tools and manually. However, it is still unclear to me how to use custom velocity for fluids. Unfortunately a lot of tutorials are outdated and don't work for Houdini 17. I've been trying to follow Andreas Glad's tutorial on Paintsplats. He uses the normals of a distorted sphere as velocity for his fluid to get a nice omnidirectional explosion of paint. Is it possible to do that in Houdini 17? (It is most probably, but I have no idea where to integrate that velocity information into my Dop Network.) I hope someone can enlighten me on what to look for!
  2. Floating Fountain WIP

    I've been remaking this old shot I had worked on 3.5 years ago, taking the old footage/files and completely reworking the sim, render and comp. Feedback welcome
  3. Hi Everyone, I'm a student and I'm working on a project in which I need to recreate a scene similar to a Venice's canal. So I'll have buldings on both sides and water between them. There will be also a flying object that will fall and collide with water. This is the first time I work with water inside Houdini. What I need to know is what is the best workflow? I'll create a custom geometry in Maya for the container of the water, it will be an irregular shape. How do I set it as a container? Since there will be a collision, I think the best solution for water is to use FLIP fluids, right? Also if I use this way I will have many particles, so what is the best way to proceed in terms of memory, simulation and rendering? Attached you can find a really rough sketch of the idea. Thanks in advance.
  4. Paint splash

    Hi guys, Im really in need of some help here. Im trying to find a way to paint a mesh using flip fluids. The idea was to have an alpha of where the fluids collide with the mesh to then use in compositing to reveal a texture. However ive been lookin everywhere an cant seem to find how to extract this information. Here is an example of its use in substance painter Thanks for your help guys,
  5. Hello everyone, I am quite new to Houdini and currently working on a project to generate a dripstone cave. I thies processes I wanted to try out different approaches to generate dripstones. Currently I am using pop simulation but I would highly prefer to have a fluid simulation for the stalagmites. I need to create a Fluid that behaves a bit like wax and "freezes" / becomes solid as soon as it impacts with a surface (not instantly but after some time). Furthermore the next "drop" should solidify after touching the first drop and so on. Breakdown: 1. One drop at a time (like a dripping faucet) 2. Each drop should become solid after touching a solid object/ or the previous solid drop 3. They should stack up to form a pillar/stalagmite like structure thanks in andvance, Denis
  6. Divergence Problem

    Hi Guys. I'm trying to create a kind of 'expanding foam' effect (like an Elephant's Toothpaste chemical reaction). Expanding out of a teacup. But my FLIP fluid is hitting a weird shelf and not overflowing the edges of the cup properly (see below). My emitter is a sphere at the bottom of the cup. .hiplc file also attached. Any pointers hugely appreciated. Elephant_Foam_02.hiplc
  7. Visual Effects Design

    Hello, with more than 10 years of experience, I'm looking for interesting VFX projects. Softwares: Houdini, 3dsmax Website: www.deko.lt Instagram: www.instagram.com/deko.lt ShowReel: https://vimeo.com/236899608
  8. Flip Fluid not filling container

    Hey all, I am relatively inexperienced with Houdini and very new to Flip Fluids and having some issues with my simulation. So I have created a container, which I would like to fill with a fluid. I am trying to make it so that the fluid flows into the container and half way down interacts with some text. For this I have placed a static object around a particle emitter and the text is also a static object. While the fluid does flow the particles emitted disappear and so the container doesnt fill. I tried to mitigate this by using a larger particle emitter source but this hasnt really worked. Any one have any suggestions as to how I can make this container fill. I would also like to slow down the velocity of the flow and increase viscosity if anyone could help that would be great. Cheers Alex 190903_Animated_Logo.hipnc
  9. 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!
  10. 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?
  11. 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
  12. 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
  13. 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!
  14. 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
  15. 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
  16. Here is my first attempt at fluids - recreating Daredevil intro effect with sticky fluid revealing shapes. https://vimeo.com/310978326 Comments appreciated
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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).
  22. 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.
  23. 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.
  24. 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