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Showing results for tags 'swirl'.
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Hey, I have been struggling to get a nice swirling motion in slower moving pyro smoke simulations. In Maya fluids I had an option called swirl witch worked beautifully. I found an old post addressing this issue, but it seems to have died before arriving at a good solution: http://forums.odforce.net/topic/23132-smoke-swirl-vorticity-with-smoke-solver/ Here is a simulation I did in Maya using the swirl attribute. https://youtu.be/Ifd6FJ2oHIc In houdini I have been using disturbance but I don't seem to get the results I want. Disturbance doesn't really seem to add swirl but more turbulent detail. For example, look at this sim I found on vimeo. You can see the disturbance start overpower the simulation towards the end, it doesn't really add a swirling motion. https://vimeo.com/220668349 What is a good Idea to get nice swirls? Thanks
Hello all, I am trying to simulate a swirling maelstrom kinda like from Pirates of the Caribbean 3. Link here: At first I though "Well, this can't be that hard can it?" and low and behold I am completely stumped... I've got an advice to do the same thing that ILM did with theirs which is to deform all force vectors to point to origin (or inwards) and then simulate the whirlpool in very shallow water and deform the resulting mesh. Thing is that I dont know how to do this. I know VOP POP and vector forces and I know in theory what I need to do but I have no idea how to do it with VOP POP. Also I am open to other ideas on how to achieve this. At this point anything would be better than what I have (a spinning mass of fluid with no swirls....). I tried adding popaxis force and spinning the fluid but it did not have any swirls. I have also tried using Vortex force but the same thing happened (maybe im just doing something wrong). I am a bit new to houdini (been watching tutorials for past week or so) but I feel like any advice no matter how complicated would help a lot.