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Found 31 results

  1. Hey guys, I have a flip sim with particle div. at 0.03. Cached the compress and surface. So far all good. Now when I generate the white water, there are frames that go up to 3 gb (and its incremental), any tips for optimizing this? Some stuff I tried: - Creating a bound by object group, to delete particles that wont be used This optimized the size to almost the half Size comparison Another thing I tried is splitting up the "bubbles + foam" and "spray" in different bgeo files And finally I tried reducing the birth in white water solver as well as lifespan parameters. Is this normal? the size of white water tends to be big and increments over time? Any tip will be helpful, I have like 300gb for 1/4 of the animation just on white water
  2. Hey magicians, I'm trying to use a cached flip mesh as source for white water, but when I run the whitewater dop nothing happens, any ideas? I also tried using my flip particle cache as source but I guess this overlapping issue Any ideas? Thanks!
  3. Hi there! I am trying to use my flip fluids sim in unity, so I export it as alembic; everything works fine, except for the whitewater. I supposed that is because it is points and not geometry, any clue about how could I use my whitewater in Unity? Thank you all
  4. Hello, I am doing a big ocean simulation where a wave is hitting a object. And there I want to create whitewater(spray) splash. But I don't want to create foam and particles to spread in the whole tank instead of that I want the particles to spread in a particular defined area, So that simulation can run fast otherwise it is taking lot of time. Is there any way to do that?
  5. Houdini Whitewater

    Hello, Masters I just going through a small problem but it is actually big for me. So, can you tell me how to produce whitewater like the image I have attached below. Because my whitewater sim do not create that spash like effect on top of the wave.
  6. Hello guys, Well i am working on an ocean scene having foam particles over it, I need to render the scene but everytime i put the scene on render it starts using 100% CPU Usage and crashes. Plz tell me how to down sample my render i have 200 frames and not one is getting render. All the render settings are on default and rendering via physically based rendering. PC Configuration- I7 6700 PROCESSOR AMD 2 GB RADEON R7 DDR5 GRAPHIC CARD 16 GB RAM
  7. Add custom force to foam particles

    Hi all, Anybody know how to add custom force to foam? I try use popvop but it don't work. I check witewater solver, its looks like force always 0 when particles is foam. Thanks!
  8. Cofe with foam/bubbles on top

    Hey, I have to to some fluid stuff for a cofe. It needs to have some cream/foam/bubbles on top. It shall run in from the top of the glas and generate that stuff on top. Pretty tough deadline. Any ideas on how to approach this in an efficiant way? Maybe using the surface field and change the chading on top depending on the distance? Any tipps are appreciated
  9. Hey,I am new to ocean simulations in houdini. I have a beach tank that I would like to render only the foam. The reason why is we are rendering everything else in Maya, including the water mesh. Does anyone know of of a tutorial or can anyone point in the right direction to rendering a “white water pass” correctly so it can be composited on the water render? Thanks
  10. Canary Surge V2

    Hi there! this is my new Canary Surge V2, improved workflow for whitewater, foam and shading stuffs.Please watch in HD 720. Vimeo compression kill of the fine details sorry. http://ipsvfx.com/project/canary-surge-v2/
  11. Integrating Deformer to Hero Wave

    Hello! I've posted questions for help developing my wave deformer tool before, and with the release of Houdini 16 a lot of possibilities have opened up! I was wondering if anyone had some ideas on how to integrate deformed geometry in to the new hero wave system? My wave deformer tool deforms a grid in to a wave shape, but causes the foam details to stretch across it unnaturally. I'd love to be able to draw from the nice foam created by the hero waves in H16. The reason I'm not just using the hero waves is because I am using it for a large tidal wave, and raising a curve in the hero waves to make it a tall wave results in a very unrealistic wave shape. Here's a video of my deformer that shows what I'm describing: Any advice is much appreciated!
  12. Spray Ignores Colliders?

    Hi All, I have a working FLIP sim of a water fall that is colliding with my terrain mesh. I have added whitewater to the simulation and when I visualize the GREEN spray particles I can clearly see that they ignore my collision object. Is there any way to make the GREEN spray collide with the same surface as the WHITE foam?
  13. Hey guys so I have been working on a whirlpool simulation for a couple weeks now. I am fairly new to houdini. Only about a month in the program so still a lot to figure out. I got the whirlpool itself meshed and it looks good for what i want. Where im stuck now is getting the foam to look good. So far all i can get is this smoky look on top of my mesh. If anyone has any thoughts i could really use some help. Cant find much on the forums so far. Ill attach a screen shot of what im talking about and also my most recent houdini file. Project is due soon and really need some foam/whitewater to complete what im looking for. Thanks in advance for any help! untitled1.picnc whirlpool_v053.hipnc
  14. Flip Whitewater problem

    I'm creating a white water effect, and was stuck at this point: there are streak effects on the white water. And in the snapshot, you can see my network connection. It seems that there is a rectangular outline around the boat.
  15. Hello everybody, I am trying to add specular on uniform volume shader as in the following link: https://vimeo.com/159216723 (made by Jack Yu). To make it, he gives us the following explanation: "Uniform volume shader is a default Houdini shader, all you have to do is convert your particle to VDB then generate the gradient filed, use the gradient field as surface normal to calculate specular in uniform volume shader." But I did not succeed has to make the last step. Here is my .hip Thanks for help. test_uniform volume shader.hiplc
  16. I'm starting working on short sequence where the guy is dancing in the bath and I have to create foam in the bath which will interact with this guy and move out of it. Dont have any hip file now so can't show the way in which I'm going on. Can you guys give me any tips for this thing and how should I start with it? Never try it before.
  17. Soap Suds (Bubble foam) Effect

    Hey guys , i have been trying to create this effect but not there yet, i have attached a mov file along with this post, which shows the movement of bubble i am after. There have been few posts related to bubble effect but those were all static and no movement as such, If somebody could guide me on this it would be really helpful. ref_bubble.mov
  18. https://vimeo.com/156670431 Flip 50 mil Foam 50 mil
  19. Hi, Does anyone have any idea how to make the foam tool? Thank you https://vimeo.com/87351054
  20. Hi Odforce. I got this video from vimeo. I wonder how to get the bubbles force inside flip before the ship is going up same as this vid. Can we use PUMP source for flp or which methods can we archive this result? Thanks for helping me
  21. Wave

    Hi everyone. I have done this personal project to learn FLIP and ocean surface filtered by point velocity from flip. If you have any comments please feel free.
  22. Hi, I have points that I want to render as volume. As the material, I created a Subnet from a Volume Cloud in SHOP. Without applying any material, I can see the points in the Render View. The issue is after applying the Subnet material, I cannot see anything in the Render View. What should I do to make the points renderable by using the material? Please find attached for the file... foam_test.hipnc (attached file: points with Volume Cloud Subnet as the material)
  23. Hi guys, I'm relatively new to Houdini and I'm trying to find a fast and easy way to add mist to the already great off-the-shelf wave tank. I have found one video so far: He seems to be adding particles via POP over the surface and deleting geometry with the color attribute. Unfortunately no additional information is given. Any houdini veterans out there that can reverse-engineer this system? Any help, information or examples is greatly appreciated .
  24. Foam tool Creation

    hi all houdini user... i am impressive about this foam tool when i found this link.. i start to archive that fx in houdini...and start to research for these kind foam FX. then i try to make these SOP setup with metaball on ocean grid and i think thats good for start point.. but ends up when I have problem to continued the the foam because the ship is tracking with metaball so, is there any one could help me how these metaball following the shipa and animated ocean grid.. thanks.. i so much appreciate for these one fx..thanks heres's the hip file and FX references.. foam_tool.hipnc
  25. Flip fluid beach

    Hi everyone. With my first post I want to show you my recent personal project and thank all of you for creating this great community. The setup was pretty simple. I used off the shelf beach tank and separated particle generation from tweaked velocity advection to start with clean and plain sea body. The boat was simulated with low res version and then used just as collider for the final one. Main fluid contained about 10M particles and foam maximum of 1,7M per frame. Everything took about 10h to render on a single machine. Hope you like it. Thanks for watching!!!
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