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Donuts & Cupcakes! What? This is the theme of my new 3D animation [V2] of dominoes falling down! The goal? Have fun and training my skills in 3D simulations under Houdini v18! Technical details : - Houdini 18 -> Modeling, textures of Cupcakes and Donuts, rigid body dynamics simulations, placement and cameras paths. - Blender 2.83.1 -> Textures, lights and rendering with Cycles, because Houdini's mantra is really too slow to calculate ... Now enjoy it and leave me likes and comments, it's always a pleasure !! Here : https://www.youtube.com/watch?v=0sFKkirxTbk
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Hi all! I have a clothing simulation in an alembic by marvelous designer There are places in the simulation where the fabric is twitching or behaving strangely Are there tools that can change the alembic? Sculpture animation, for example... Guys help, I can't figure it out myself! Tell me what tools you can use!
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I have attached my Houdini file, containing my simulation for a paint along my logo. I am using FLIP Fluids and multiple collision objects. I don't think this is the best way, manually key-framing multiple objects against a flow object, and I don't know how to achieve a constant flow. Please give suggestions. Many thanks! https://drive.google.com/drive/folders/1nStkBKHvVOi8k6e8A_uOLiCwCafBLvBY?usp=share_link
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We are producing 5 hours long web series, integrating live shoot with 3d virtual production. Our film division consists of researchers and artists. We are looking for a competent and passionate Vfx trainer and consultant to: Train our team in Houdini Remain engaged with our researchers and artists team to troubleshoot as and when problems are faced. Guide us by bringing your experience to enhance our film user experience. Duration: To be determined together Location: Remote training and open for visiting if required Reach Out at lipika.jain@nvlife.net ABOUT US We solve problems. We classify all human problems into three categories. We call them suffering. 1. Distress- Emotional body issues 2. Mental Disorder- Mental body issues 3. Disease- Physical body issues We are a 12-year-old deep research-based organization that has been converging ancient wisdom and science to bring out solutions to reverse any form of suffering humanity faces. Our research led us to write the book and that led us to start online courseware during the pandemic. In the process, we produced more than 10,000 hours of content and continue to create more. We are now moving up from being researchers, writers, teachers to storytellers where we are producing films and web series based on our content to reach every household as per our vision. For our transformative journey from researchers to storytellers, we are expanding and looking for an ecosystem of artists who can transform our vision into a visual and audio appealing story in a simple manner while it reveals the deepest of the secrets that trouble humanity on a daily basis.
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We are producing 5 hours long web series, integrating live shoot with 3d virtual production. Our film division consists of researchers and artists. We are looking for a competent and passionate Vfx trainer and consultant to: Train our team in Houdini Remain engaged with our researchers and artists team to troubleshoot as and when problems are faced. Guide us by bringing your experience to enhance our film user experience. Duration: To be determined together Location: Remote training and open for visiting if required Reach Out at lipika.jain@nvlife.net ABOUT US We solve problems. We classify all human problems into three categories. We call them suffering. 1. Distress- Emotional body issues 2. Mental Disorder- Mental body issues 3. Disease- Physical body issues We are a 12-year-old deep research-based organization that has been converging ancient wisdom and science to bring out solutions to reverse any form of suffering humanity faces. Our research led us to write the book and that led us to start online courseware during the pandemic. In the process, we produced more than 10,000 hours of content and continue to create more. We are now moving up from being researchers, writers, teachers to storytellers where we are producing films and web series based on our content to reach every household as per our vision. For our transformative journey from researchers to storytellers, we are expanding and looking for an ecosystem of artists who can transform our vision into a visual and audio appealing story in a simple manner while it reveals the deepest of the secrets that trouble humanity on a daily basis.
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Hi Everyone, First: I only need advice on M1 Max performance. I know the fact that Custom PC is a cheaper solution (I have one currently). I will travel a lot in the next few months. I want to buy a M1 Max 16'' with: - 10 Core CPU - 32 Core GPU - 32Gb Memory - 1Tb SSD My current PC Specs: - Ryzen 9 12-Core - RTX2070 Super 8Gb - 64Gb Ram - 1Tb Nvme / 1Tb SSD I wonder if 32Gb will be sufficient to run some simulations (Vellum, Fracture and Fluid)? I'm in doubt regarding the 64Gb Upgrade (or not) I know that.. there's never something like ''too much RAM'' But I wonder if someone had already did a try on Houdini simulations on a 32Gb M1 Max 16''? Is it decent? Are you able to work properly? It's already a lot of money, and even if, when you spend 5000$.... 500$ upgrade could appears ''okay'', But I don't want to spend ''too much'' at the end. (I read myself again..Yeah.. 5000$(with taxes) is already .. a sh*t load of cash) I don't work exclusively on Houdini, but also on Unreal, Unity, Substance, Blender. Ps: At the end, this need to be my main (and only) computer Thank you for your time! Take care EDIT: For the same price (~5000$) Do you have some very good (windows) laptop in mind? (at least 64gb RAM and very good GPU // Optimized for VFX)
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I'm trying to replicate this effect to learn. I've attached the ref and my flipbook. Feels like I'm close from a setup perspective? Wondering what I could do differently so it feels more sandy. I'm using a flip sim advected by a AA Flow Noise Velocity field. Somehow I don't get the same "sandy" look. Any ideas how to get closer? sand-flip.mov sand-ref.mp4
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Hello folks, I have a picture from the recent DART satellite impact from NASA (see below). I wonder, if there is a way to recreate this impact-streaks-effect in Houdini. What I already tried: - created a particles simulation (tried to drive a smoke sim on those particles, then use this pyro sim to drive the same particle sim ontop of it - by using the node: "pop advect by volumes") - created jittered lines form a sphere, but here I am stuck on transfering the velocity attribute to the particles, so that they should move along these jittered lines =========================================================================================================================================== Now I am asking this forum to help me recreating this type of effect. How would you do that? Please only explained answers - short answers are useless! so, I would appreciate if you take your time to answer this question. Thanks in Advance
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Hi guys, I hope you can help me with setting up this vellum inflation scene... Basically, I have animated a sphere expanding and used the rest blend node inside the vellum solver to inflate the sphere. What I would like to achieve is an interaction where the vellum inflation sim interacts with a rigid body 'plinth' that it is initially sitting on rather than it just being a static collider object. I have tried using the vellum shape match constraint for this behaviour but have found it tends to deform the shape which is not ideal. Preferably, I would like to know if it is possible to use RBD dynamics inside of a DOP network and have that interact with the inflating vellum sim... The entire sim would also sit inside of a static container too as the plan is to squash the vellum soft body against the walls of the container. Any help on this would be really appreciated. Thanks! Vellum_Rigid_Body_Interaction.hiplc
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Hello Everyone! This simulation was created with Houdini, then imported to a blender and did the render, it's a soft body simulation, but the results are not realistic, Banana seems like its rigid, and fruits seem to be bouncing too much, stuff like these. Houdini FIle is attached without the models to make the file lighter, can provide full project if needed. Also would like to hire if you think this is going to be lots of work. Thanks for the reply in Advanced. fddroptest v6 08102022.mp4 Softbody_fruits_v56.hiplc
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Hello, I'm just getting into vellum and the solver seems fast and cool but I'm trying a sim here where the geometry tries to attach to its collision geo, but that ends up being very jittery at the end with what seems to be no loss of energy. I've uploaded a scene file. I've tried to set @v to zero at the end and that still hasn't worked. What're the steps to making this solver behave? vellum_basics__jitter_02.hip
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Hey, First time posting on the forums looking for some help with a simulation I'm running. So I'm trying to create an effect similar to the ref video here: The effect is a macro shot of soap bubbles entering frame and sitting on top of a surface with some slight movement at rest. Again nothing has to move through the top surface. My current Idea and set up is to run a flip sim to get the motion, take points from the sim and pin some vellum sphere objects to some of those points at their center to get the soft bubbles "layer" then do some vdb combining of the vellum objects and the base fluid. Am I going down the right lines or is there a better way to mix flip and vellum together? Any input is very welcome along with any tests for similar problems people have faced. Also If this isn't in the right place let me know to move the thread! Can post my hip up if it helps. Thanks in advance! Media1_ref.mp4
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when I simulation fluid in Houdini, some particles just pass through the colled object. what should I do?
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Hi everyone, I'm currently trying to create an effect of fire burning under a ceiling, looking something like this: http://footage.framepool.com/en/shot/774901137-explosive-flame-fire-disaster-ceiling-fire-blaze As far as I understand the phenomenon there is a layer of gas floating between the air below and the ceiling above. It gets ignited and starts burning at the interface between air and gas. The flames rising up create this kind of nodule structure by constricting the gas into little pockets. This is the theory but I'm completely stumped on how to create the actual effect. I've tried creating little pockets of fuel but the pyro sim simply burns into them, disregarding the fact that there should be no air that makes combustion possible. Does anyone have some experience with this kind of simulation or at least an idea how to tackle it? Any help is appreciated. Thanks in advance Paul
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Hi everyone! I am doing a fluid simulation in houdini that I then want to export in blender. I already achieved something, but I think I am in need of a couple of advices and I hope someone can help me here. This is the result so far after I exported all the elements in blender: VA_WaveTest_Houdini_002.mp4 Question1: how do I export whitewater separating spray from the foam and the bubbles? I am exporting whitewater using alembic to blender and it works great... However at the moment it's all in the same file, foam, bubbles and spray. While the former two I think can be rendered together, I would like to have the spray on a separate alembic or even better VDB so I can render it as a volume. How can I do so? Here you can see my current setup... I see that in the whitewater_IMPORT node group houdini extract some volume info from the whitewater particles so I tried to export those as a VDB but once I imported in blender I think that ALL the whitewater has been exported in the VDB not only the spray. I guess I would have to isolate some part of the whitewater based on some attribute, but I am a bit lost here... Can anyone give me a hand please? Question2: Is there a way to automate all the steps of the simulation caching process? So far I've been doing R&D but when the time for the final simulation come I would like to automate a bit the baking process. At the moment I cache in sequence: flip sim, whitewater sim, mesh and then I export the mesh and the white water to VDB. I would like to know if I can create some kind of BATCH of those actions so that I can leave the computer to crunch overnight and it will automatically start the next step after finishing baking the previous one. Thanks everyone for any help in advance!
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Ok so i have this Sim i need to do. It is all working fine, excluding the Arms. These things. I tried using a collision above the pens to get the water to split evenly, not in this ripped pattern. However that didnt work as the collision left an inprint in the water. I am sure there is some parameter i can change to get the water to split evenly and not create these arms. But i am kind of hitting a deadend here. Any help would be highly appreciated !
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Hello everyone! noob needing some guidance from above here haha I'm working on a flip sim, just melting a cube into a viscous liquid. The sim is good enough but I'm having a little bit of trouble with some subtle flickerings along the edge which are driving me crazy haaha was wondering if there's any technique or trick to get rid of them?, the goal is to make the fluid very smooth. Thank you very much in advance! Best! Attaching a video and some screenshot of my meshing setup. Screen Recording 2022-04-27 at 16.08.42.mov
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Hi, what would be the best approach to create this type of simulation (machine gun smoke simulation)? Any Ideas, scene file strategies would be very helpful! Video file: M1A1 Abrams Firing From Hull-Down Positions_1.mp4 Here 's a gif preview -
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Hey, I'm fighting god to get this forcefield done this weekend but my fire is just being really weird. I'm following a tutorial to a T, but the fire seems to jitter between origin and the point I want it at on random frames. It also just cuts off out of nowhere. Have I done something wrong somewhere? Is there a box not clicked? Please help! File: https://drive.google.com/file/d/1w-h3BKtCa5Qku2WBKVf3cLWXMssW_3-E/view?usp=sharing Tutorial:
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Hi all.. I'm trying to find the solution, how to control water (or whitewater) shape behaviour around the floating boat. I would like to obtain shape like in top picture on the left. But my results always looks something like on picture bellow, (very extensive side ripples) which I don't want to. Nobody in tutorials or PRO courses doesn't explain how to control that behaviour, if I don't want leave simulation to work 'naturally'. I think it has something to do with the custom velocity values, but I had no good result with my experiments. I saw some tutorials for Maya's or Max's PhoenixFD, where was really good looking results. So, does anybody know, which parameter, feature or node is responsibile to control that, if I want to avoid natural behaviour and obtain the shape like on top left on the picture? ps: The top picture simulation made somebody in Houdini (all boat floats is 58 km/h) with some personal 'KA_wave' tool, which doesn't exist for commercial use. ..I can pay for explanation or shared example hip file..
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Hey folks, proud to present LYNX Tools, a collection of production proven open source tools to accelerate your workflows! All mentioned tools are free to download via the links below and are licensed with a full HoudiniFX license. All Houdini Assets have complete Houdini native documentation available. Repository: https://github.com/LucaScheller/VFX-LYNX Lastest stable release: https://github.com/LucaScheller/VFX-LYNX/releases Please give them a test drive, so we can improve them further Roadmap | https://github.com/LucaScheller/VFX-LYNX/projects/1 So far there are three tools: LYNX_force_general | Tweak your sims with this all purpose & intuitive force field. Built to mimic force fields in other DCC applications, but with support for more features and a natural Houdini user experience. https://www.lucascheller.de/vfx/2019/03/24/vfx-lynx-houdini-force-general-asset/ LYNX_fabric | Create fabric/weave patterns with ease. Perfect for creating that holiday sweater you never wanted. https://www.lucascheller.de/vfx/2019/03/16/vfx-lynx-houdini-fabric-asset/ LYNX_velocity | Get control of your velocities via an intuitive UI or groom them for absolute fine tuned control. https://www.lucascheller.de/vfx/2018/11/01/vfx-lynx-houdini-velocity-asset/ More info on my website, including full release logs: https://www.lucascheller.de/blog/ Houdini User Group Munich Presentation: https://vimeo.com/334887452
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I am new to Houdini (swapping from Realflow) and I have been trying to create a fluid simulation using the wave tank but have the water level move downwards over time, I tried to simply animate the "Water Level" value in the wavetank_initial but the simulation does not work as expected. What would be the correct workflow in order to do this successfully? Thanks in advance.
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Does anyone have hints on how to achieve a similar effect as shown in this post by tyflow (an fx tool for 3DS max) : I'm so much in love with the effect, but I want to achieve it in Houdini! Thanks in advance for your wise advice! =)
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