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Found 90 results

  1. Whitewater repellants position

    I'm doing a whitewater sim, but the repellants are floating on the bounding box of my surface SDF... Has anyone experienced this?
  2. Hello! I am new to FLIP fluids simulation in Houdini and I found that FLIP fluids behaviuor totally changes depending on particle separation parameter. If I make more particles I am getting different shapes. In this Example I am trying to make a fluid splash in different directions. I am setting initial particle velocities by attribute transfer from geometry. And for example I like a shape of splash when particle separation = 0.05, but I want to get a quality mesh with nice thin shapes and round droplets, and for this I need to simulate more particles. But if I'm changing particle separation to 0.03 I have a different shape, with many small droplets and with totally different splash shape. What is wrong in my workflow? How to make a clean mesh with thin shapes, round droplets, not look like a metaballs mesh. For a reference https://www.pngitem.com/pimgs/m/312-3122129_liquid-splash-png-transparent-png.png test_splash_v01.hipnc
  3. Have Fun reading (with files) https://dl.acm.org/doi/abs/10.1145/2897824.2925963
  4. Was experimenting with the fluid sims and I had an idea to make the fluid affect the object as if it was a paint for e.g. if we threw a red paint bucket on the wall it will leave stains behind.
  5. Volumetric Temporal Deflicker 2.1 to Houdini 12.1 to 18.x Deflicker VDB/Fluids by analyzing areas of voxels, creating temporal volume gradients and use this info to interpolate those areas based on temporal volume falloff. It is very good at deflicker slow-motion fluids. Very easy 1 node solution to your flickering fluids or VDBs/volumes in general. Available on Orbolt (normal and studio versions) at https://www.orbolt.com/asset/RodTD::Rod_vdb_averaging Available on Gumroad at https://gum.co/deflicker Rod Tebisx | Senior Creature FX Technical Director at Framestore London Overview:
  6. Hello. Sorry if this is a nooby question, I've seen a lot of posts from this website and they've answered a lot of my questions. But this issue I can't seem to find an answer to. I have a default beach tank set up on a grid that is rotated. Barely anything is changed, except for the particle separation and particle radius scale. When I play the simulation, the water goes straight down through the static grid and disappears. There doesn't seem to be any wind affecting it to create waves, and no collisions. I'm not sure what I did wrong here? If anyone can help it will be greatly appreciated. The simulation works fine with higher particle separation, but as soon as I bring that down this happens. Attached is a flipbook of the fluid simulation. Thanks in advance. flipbook.mp4 Edit: I've extruded my terrain geometry and in the static object I've increased the uniform divisions. The geometry representation is set to Convex Hull. Still have the same result.
  7. Hi everyone, I have been looking to create slow-motion flip sim using a narrow band tank and dropping an RBD object into it. I have seen older advice like this from Atom about adjusting the Time Scale inside the Flip solver: https://vimeo.com/121376943 But when I followed the instructions it doesnt seem to work - as its many versions old from the current H18 there could be a lot of reasons for this. Does anyone have any up to date information of how to achieve this? Currently I am going round in circles adjusting the Velocity Scale and Time Scale in a never ending fight to get it to slow down correctly but also maintain the splash velocity. I cant seem to get the flip sim to match the Time Scale of my RBD at all, the flip is always moving way too fast. Any help would be great!
  8. Hi guyz! I'm keeping studying Houdini during this long lockdown and have found my self stuck in a really tricky R&D shot. I know it's a pretty easy thing to solve and I kinda think to know the theory to do it but I just can't solve it! I have created a classic chocolate bar with caramel that get spread on it and now i'm trying to cover it all with a nice chocolate cover. I've created a geometry for the external cover and a particle fluid emitter for the chocolate that collides with that external cover. I would like the chocolate to run along the geometry and cover it all, without dripping down. I've tried with pop attraction, and pop collision detection on stick... but non of them work properly. I think I should scatter the external geometry and tell the fluid particles to get the position of the scattered particles. In that way they should stick properly. I tried in adding a sopsolver and linked my sim to my scatter points but at this point we are entering in a foggy place for me. I don't really get how can I solve this. What am I missing? (for sure a lot of VEX ) If anybody wants to help I will really appreciate
  9. Flip sim flows trough collider

    Hello Everyone! I am learning fluid simulations, and I have no idea why my particles flows trough the container. Maybe there are problems with the voxel size (vdbfrompolygons),or something is missing in the flipobject or in the solver? Could you please gave me some advice? Thank you for your help in advance!! 2020-04-14_v003.hipnc
  10. 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!
  11. 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
  12. 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.
  13. 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,
  14. 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
  15. 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
  16. 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
  17. 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!
  18. 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?
  19. 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
  20. 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
  21. 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!
  22. 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
  23. 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