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Found 26 results

  1. Hey Magicians!, I've got a flip tank and I need a splash from a object that collides on the side of the wall, how can I get this effect? so far I faked by making 2 sims and merging but there's probably a better way to do this. I need to have the boundaries closed on the flip so I don't get "air" on the sim. This is the result that I get with the closed container and it needs that outer splash Any tip will be great! thanks!
  2. 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?
  3. Flip Splash - Grid Scale Optimisation

    I'm doing a flip sim of a splash. My particle separation is 0.006 which produces 14mil particles so pretty low. However because its quite a big splash the bounding box of the sim gets quite large so by the end of the sim I have 600mil voxels in the surface volume and 115mil voxels in the vel volume. So this is crashing my machine (which has 128GB ram)... My grid scale is the default of 2 but the vast majority of those voxels will be wasted since there are no particles in most of the bounding box. Is there any way to optimise this? The obvious way would be to use sparse volumes in dynamics instead of Houdini's native volumes but I imagine that would be creating a flip solver from scratch.. Or can I increase the grid scale without it negatively affecting the sim too much (i'm going to test this now..) I've attached a flip book of the sim https://drive.google.com/open?id=1k3Kexf-DJ5_ULPLt6dpsfx5f9LtW2OVz
  4. Hi, I have general questions about FLIP. For instance, there are splashes like an attached picture. If I want to change velocity or delete splash/spray, I think there are 3ways. The FLIP concept could make it tricky because FLIP contains particle and volume fields together. Thus, questions are: 1 - in general, if I want to change velocity or delete splash, do I need to modify the both of particles and field together? Or just modify one of them? 2 - It's kind of similar question as #1, but, when we use sinkFLIP and pump and sourceFLIP; 2a - pump seems to add velocity, but it's strange why source volume sets copy, and velocity sets normalized?? It should set source Volume none, and set velocity normalize OFF. Also, why don't we use pop node to change particle velocity directly?? 2b - sink seems to just kill particle, but why sourceVolume is maximum? It should be subtract although it's not exist.. And there is still surface volume exists after deleting particle... Can't we use just pop kill to remove waterVolume/splash? 3c - sourceFLIP looks just adding particle. I guess we can add velocity with particle together, then when it passes solver, it create water volume (surface field and vel field), then why don't we just use pop-source to add particle with velocity?? 3 - There is FLIP solver > particle motion > Droplets > and min/max particle Density. However, there is no density attribute. What density talks about and how they calculate density?? Thanks for reading a lot of questions!!
  5. Meshing Small Splashes

    Helloo, I'm working on some small splashes etc. For a project. And I'm at a point where eradicating mesh jitter is near impossible at the scale/amount of particles I'm using. The splashes are small and need a more chunky look, so I cant just up the resolution particles wise and hope that it meshes better as this completely changes the look. (The look I'm after isn't super high res realistic splashes at all as this is for a texture going into games) Ive tried meshing manually via VBD from particles instead of the default particle fluid surface - VDB from particle fluids - in combination with other vdb operations. Ive also tried point replicating so each point I have is 5 rather than one in the hope it reduces the likelihood of jitter and particles are closer together and theirs a higer count. Ive also tried upto 3 substeps in the base sim in the hope it maybe has more particles between one another. It seems almost silly when I've had the simulation as I've wanted very quickly but cannot get a small splash mesh without jitter. (Even tried motion blur to ease the effect but needs to be very strong to work and then smears the render more than getting rid of jitter) Any tips or ideas on the matter would be great (if I happen to solve it in the meantime ill post a file or at least a good description of how I got their eventually) - I have a feeling it may come down to trying every value possible in the particle fluid surface node or even animating certain parameters in their
  6. Sticky Splash?

    Hey magicians, I'm trying to takle an effect wich a Splash sort of come out of a screen, Any suggestions on what would be the Best way to approach something like this? Flip fluids with density driving by color? Particles to vdb with vortex? Thanks in advance
  7. Spark + hip file

    Download : https://www.dropbox.com/s/amy4f2smp8qt2m4/Spark - H16.rar?dl=0
  8. 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/
  9. i have a problem with the splash that comes from collision object into the flip fluid ,i created a flat tank and i imported a strawberry obj and make it to Hero RBD with volume collision , bu tas you see the splash is too weak and the feedback of the fluid jumping after the collision is too high, and i got tired trying to solve it to look realistic particle separation : 0.045 = almost 10 mil density of the fluid : 1100 collision feedback scale : 0 collision force scale : 1 viscosity of fluid: 35 surface extrapolation: 0.001 velocity transfer: swirly kernal surface tension: 10 vorticity : on preservation rate: 0.1 use friction and bounce in solver is off Dop SUbsteps : 2 falling strawberries density : 100 solver type = RBD Houdini version : 16.0.621 hip file included + obj strawberry will be thankful if anyone helped me reference splashes: in this video the reference for the jumping fluid after the collision in the youtube video ate the 0:17 just a simple splash close to crown splash Chocolate_sim.rar
  10. splash flip

    Hi friends of houdini. I stay looking this Fx and I love it a lot. Some guy to knows how I can do this: Many thanks for advanced
  11. Hi guys! I am simulating liquid for my job project about christmas. I can't simulate shape of fluid which would satisfy me. I need liquid with viscosity of milk or somethink more viscous. Another thing I want to achieve is specific shape of fluid (which is presented on examples). I tried simulate this with: geometry, which fell down in to the water tank; emitter and wine glass; POP Curve Force. I am aware that could be kinda noobish question but I ask you to help me investigate where I am making mistake.
  12. Hi guys! I am simulating liquid for my job project about christmas. I can't simulate shape of fluid which would satisfy me. I need liquid with viscosity of milk or somethink more viscous. Another thing I want to achieve is specific shape of fluid (which is presented on examples). I tried simulate this with: geometry, which fell down in to the water tank; emitter and wine glass; POP Curve Force. I am aware that could be kinda noobish question but I ask you to help me investigate where I am making mistake.
  13. Hi all: i'm working on a shot which is similar to the effect of the movie Battleship I've been working on it almost 3 weeks .but I can't achieve the effect exactly here is some screenshots of Battleship,could you give me some advice about the splash? thank you all.
  14. Does anyone have experience with getting stuck at splash screen after updating some drivers etc. on your machine? I had Houdini perfectly working earlier but started to play around with my OSVR HDK which obviously requires to install some drivers, actually loads of them. OSVR works but now trying to launch Houdini it just gets stuck at splash screen, Nuke started to do the same thing also. Things I tried already: - Upgrading and downgrading Nvidia drivers - Same for Houdini version - Deleted the prefs for Houdini. I suppose I need to uninstall OSVR drivers and programs one by one from Control Panel, but if anyone has ideas what could be blocking Houdini from starting it would be greatly appreciated!!
  15. Hello guys, I work whitewater for splash. I made a whitewater source particle. I want high velocity pariticle delete. So I made a high velocity group made. However, The pariticle are removed from the group while slower speeds. For example is parabolic movement. But If I want to continue to maintain, including once in the group based on the ID. I try it use sop solver. but point count changes does not work. Is there any way what? Many thanks, Hyungi Jeon.
  16. Hi! I need to get simulation of the ocean, with waves which would have interacted with floating object (splashes, white water, foam). Ocean surface from Ocean evaluate and splashes from FLIP simulation. But there were problems: 1) Fluid reflected at the boundaries 2) Waves in the flip container do not have same shape with the surface of the initial ocean (ocean evaluate). Desired behavior of fluid has only in the boundary layer. Please tell me where I'm wrong. Thanx. ocean_test.hip
  17. Hello, CONTEXT I have a scene in which a character is painting a floor. The paint is transferred to the floor as points and converted into a VDB and then geometry (to fit the style of the film). Here's a video of the scene I'm busy with: QUESTION It would be nice to get some secondary splashes when the character slams down the brush (and randomly when he paints on the floor). My initial thought was to source the brush geometry, and give it a pop collision detect (for the floor). Then replicate the points with an initial velocity, mesh them and presto. A couple of problems though: 1. I want the particles to emit only now and them (randomly essentially) and at high impact times. 2. I would like to set the directions of velocity to match the animation. 3. With the pop replicate the shape of the splashes wouldn't look ideal The scene and its alembics are a bit large for the post :/ Thanks
  18. Ocean Splash

    Hi guys, Recently started to learn more on Houdini's Fluids and Ocean tools. Any idea what could be causing the white speckles & weird stretching thing? Maybe its not deep enough, just thinking about it. Edit - Its not the foam solver. Test https://vimeo.com/131536792
  19. Hi, folks! My new tutorial is arrived. It's about how to make crown splash like real flow IOWaterBlast. If you have any suggestion accroding to this tut and the techniques, please share! Thanks a lot!
  20. crown splash

    Hi guys, I know it can be done. I am too close to it, but the only problem is I can't figure out how to create the normals directed along with the surface tangent. I have used polyframe sop too. But its giving the cross pattern which is giving vel a circular motion. How can I face the normal towards the surface exactly...
  21. 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
  22. Hi Folks, I am doing a splash sim. when my Flip tank particle separation is 0.2 the sim gives me a beautiful long curve sim going up and then falling down. But when I am making the particle separation .1 or .08 I am loosing that trail. So I decided to mesh the sim with .2 and now my converted polygon is jerking in the animation flipbook. Is it for the low res sim or the influence factor of VDB?
  23. HOUDINI SHIP

    My Recent work : Responsible for All Elements (Ocean, Ship splash and comp except ship modeling) Thanks to Graham Matthew Collier
  24. Hi, I'm working on water splash for my graduated thesis in school. So far, I couldn't make water surface tension, so I just put emitter on top of fish and spreading water. But it doesn't seem having any surface tension and just looks pouring water. This is my work so far. http://vimeo.com/87121114 I would like to get water tension when fish is jumping from under water surface as following reference. Could you guys give me any advice or suggestion to have natural water tension as the references? Thanks
  25. Boat Ride - Flip Fluid R&D

    Hey guys! This quick Flip Fluid R&D was aiming to create a fairly realistic Boat Riding simulation in a large scale water. The video contains a breakdown with some information about my system specs and my simulation settings. The end result didn't come out as good as I wanted to, since I wanted to have more particles and higher render settings, but I didn't have a lot of time working on it and my laptop wasn't able to handle more particles in the given time period I had for creating the effect. But all in all it was a good exercise and it was a fun little project. SOFTWARES USED: Houdini FX, Nuke, After Effects CREDITS: Animation, Simulation, Shading, Rendering and Compositing was done by Laszlo L. Ujvari aka. Myself Boat model was downloaded from 3dmodel.domawe.com Music: Zero7 - Waiting Line Thank you for you attention! Hope you enjoy!
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