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Showing results for tags 'rain'.
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Hello, I'm looking for an artist that can build a photo realistic rain set up as attached below this for a still visual. 2 walls created by dense rain + little splashes / ripples / wetmaps on the ground. The surface in the middle should be dry. (the ground surface is solid not as in the reference) I'll be doing the rendering myself in C4D with octane or redshift, experience with exporting the houdini files to c4d is a plus. When interested please send an email to info@rizon.be with references, availability and a budget indication. Thanks, Rizon
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I am doing a small rain system. When i add the trail sop, followed by an add to connect the point with the ID attribute, everything works fine until i set the trail increment to a value different than 1, then it completely breaks. I believe it is because particle are dying, but i cannot figure out how to debug it Trail_sop_issue.hip
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Hi there, I've been following this excellent tutorial on creating streaks of rain across windows: https://www.youtube.com/watch?v=AwsYhKy1K5g It's working well and i've made a few adjustments to fit with the rest of my scene, but there are a few things I was hoping someone might be kind enough to help me with: 1. The tutorial author uses an expression to offset a resample node to create the animation of the drops falling - how would I adapt this expression so that I can create a seamless loop? 2. More simple: the drops created by this method are fully sphereical, I need them to be flat on the edge that touches the window - how do I use a vdb volume to cut the whole thing so the window facing side is flat? 3. Just trying to get the static drops to be a bit more random in size and guessing at the expression, currently @pscale = (rand(@ptnum)*(0.15)+2.2) -1.20; - i'm just trying to pick a random float between 0.1 and 1.2 I've attached my scene file, any help is very appreciated. window4.mp4 raindrops_001.hip
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Hi all I am trying to simulate rain splashing on an already full tea cup, like the reference below. I have done a FLIP simulation which fills up the teacup quickly using an emitter inside the teacup, i have also done a basic rain simulation using the POP solver. BUT. i cant get the two to interact, the rain needs to be splashing the water as it hits it but i have been struggling for a few days and just cant seem to get it to work. I'm guessing its because i have used a FLIP solver for one and a POP solver for the other, but i have tried making them both FLIP or both POP but i just cant seem to get it to work with either. I don't know a huge amount about particle simulations so i might be being really dumb here but can anyone give me any advice or spot anywhere where i have gone wrong? I've attached the scene file and the geometry .obj that needs reading in, along with some screenshots of my nodes. Any advice would be amazing! Thank you in advance! ^^ Passwords: hc rain_issues.hipnc teaCupV3.obj
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Hi! Houdini beginner here, I am trying to make a basic rain sim of rain interacting with an object and splashing on the ground making puddles. I am having a problem with the particles splashing on the ground, they are acknowledging that the ground is there but 50% of the particles splash against it but the rest go through it and splash just under it, i have tried using different things for the ground like a groundplane and geo but i keep getting the same problem. Any suggestions or help would be amazing! I Have attached the scene file if anyone would be amazing enough to have a quick look? Thank you in advance! Rain_001.hipnc
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I want to have a result of showing that rain is coming down on the umbrella with new popnet work,who can help me?
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Hi I want to create rain dripping on large glass windows surface and than sliding from it. Something like this thank in advance
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Hi all, been learning Houdini since mid Feb and thought it time I better share something back as I've found the forum immensely useful ;-) RnD of Houdini particles flowing over a hard surface model to simulate a condensation/rain/rivulet/droplet effect. This is part of a larger RnD project I'll render & upload shortly (this is one section of a larger flying object - a cloud seeding drone... just an excuse to learn a load of Houdini). Partly inspired by Mark Theriault's Sucker Punch Intro Breakdown using Pflow (vimeo.com/39161208) and having just starting making the switch for fx from Maya to Houdini, this was one of those "I wonder if I can do that now in Houdini" things that I just had to try. I remember years ago doing something similar in Maya and it taking a heck of a lot longer! This effect took about a week of tweaking. The sim is basically just a popnet which relies on an SDF volume (isoOffset) for surface interaction and uses a voppop (VEX) to control the "drip off threshold". Once I had a working method, I then used 3 duplicate variations for the different rivulets (trail SOP) and finally added a random scatter SOP for some extra motionless droplets. As the final shot won't be so closeup, I have to option of increasing/decreasing the uniform sampling of the SDF to fit. When all this is done, I'll hopefully be taking this RnD further with a rain-on-a-window-pane high-detail/realism sim. Thanks to SpencerL for advice on the initial VEX methodology.
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Hi everyone, I'm brand new to Houdini really I've done some extremely basic RBD, FLIP, Pyro, and cloth sims with a very finite amount of POPs and FEM and I'm looking to develop a little system that will form droplets on the surface as a mesh, I would like the droplets to differ in size and for some to run down the surface and leave a trail as you would expect in real life and for some droplets to stay in the same position throughout the shot. I've checked out some of the other topics on this and they seem incredibly complex to me so if anyone could simplify I would greatly appreciate it! I've attached a simple scene of a can model (can model link; http://tf3dm.com/3d-model/coca-cola-can-23142.html) I am aiming to achieve the condensation effect on this model! Any help is appreciated, Thanks in advance Condensation_Can.hipnc
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Hello, First post and relatively new to Houdini. Im looking to produce a rain effect. I figure the best way is to use a particle emitter from a grid. Basically for the shot I am doing, there is a car driving straight on a road and I need some rain to hit the front of the car and the windscreen. The rain needs to collide with the car and I am also looking to produce the streaking effect as the rain slides along the car. My main question is how to emit less particles, randomly across the object its emitting from. Also, how do you make the particles tiny (raindrop size) rather than coming down in one giant blob. I've been looking for some tutorials for a few days now and I have found nothing. Any help appreciated, thankyou Charlie
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Hey guys, trying to achieve some basic rain splashes/ripples. how would I go about controlling the location of the dynamic ripple with hitpos data