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Found 10 results

  1. Hi everyone, I have an issue about filling a water tank - my question is: how I can fill a wave tank emitting particles before? My problem it's when I start the simulation with a water tank all works fine but when I try to fill the same box with a emitter the fluid can`t get the same water line with the same particles amount. Here some screenshots and the hipfile. Thanks! water_fill_001.hiplc
  2. Hey I have some issues with my scene. As you can see in the image, the ocean looks strange. Also there are a lot of tiles repeating again and again, also inside the Non-Region. In this render the wave high is okay. But in other stuff it is not. You can see this here: Not only that the wave is too high (I do not find where the change this or I do not have a result inside the viewport idk), it looks like the water goes threw the ship hull, which would look weird. Any ideas on how to fix this? Edit: I also have the issue that the ocean flat tanked created the water not in the central where the ship is. I tried to fix this but nothing really work. Honestly I do not know the reason why it went this way anyway. I think Houdini is a very powerful software, but I am new to it. As always it will take some time to learn but helping me with this would really help
  3. I am noticing a strange effect of 'sinking', or warping of the water line level of the flat tank around the back portion of my collision geometry. It's like a big invisible blob is pressing on the liquid surface. I have attached two cross sections taken from the back and the front of collision geometry. In the attached cross sections a discrepancy can be observed between the front and back relative water line level of generated flip sim. The red line represents the 0 elevation of the water line. The collision geometry is generated from a ~100m vessel. Has anyone encountered something like this before?
  4. Hi, I have been working on a flip simulation.Its basically a tank. At very initial frames, water level is what I need, and water is almost static as I want. But as any object interact to flip, flip starts getting natural waves and all, but It is also Loosing its initial level and going down slowly, which should not happen. Water level shouldn't go down. Please, anyone help me to find the problem. All solutions are welcome.
  5. Hey guys, is there a way to use NB on standard liquid object (like a sphere)? I need to melt something and the simulation is getting very expensive, it would be awesome to use narrow band on it but I could only use it on a FLIP Tank by now Thx, Alvaro
  6. https://vimeo.com/156670431 Flip 50 mil Foam 50 mil
  7. traiano

    Tidal Wave

    Hi I want to do a Tidal wave braking. It has to be a large wave with a LOT of foam and with a deadly curl. I made this rig so far for the surface with cloth. https://vimeo.com/62003308 Do you think it is better to put this surface animation inside an Ocean Tank 12.5 or it is better to do the traditional way of emitting flip fluids towards this surface and work on foam with velocity dependant?
  8. Hi, I've been doing a boat like effect, started from FlipTank (from shelf) but as I add to Flip Solver (in Volume Velocity input) a "Source_Collision_from_Volume" that is my volume made from PolyfromVDB attatch to a Fluid Source that is used to create my "collisionVelocity" attribute the Tank get EMPTY after a couple frame. Thanks
  9. I have a scene where a cube goes down in a "infinte" viscoous FLIP tank. I am doing the sim on a small area, in order to avoid a huge tank. I am also keeping the velocities low on the edge. You can watch a flipbook here: https://dl.dropboxusercontent.com/u/97342856/sc06_v003_animatic.mov What do you recommend in order to extend the surface? I am aware about the FLIP tank-Ocean surface workflow but I dont think it will suite. Thank you in advance.
  10. Hello guys! This is a FX breakdown for a school project. The goal of the project was to create a World War 1 scene. The total length for the shot is 35 seconds. It is worth to mention that this is mine and Davids "Skybar" second project using Houdini. We wanted to learn the Maya-> Houdini pipeline and we used alembic to achieve our results. Houdini was used for all simulations. The artilley hit and a great part of the explosion shading was made by David. I was responssible for the tank explosion, tank shot and the tank's exhaustion pipe smoke. We had one month to learn, create and render all the simulations as well as doing some rotoscoping and modelling. We were able to do all of this with your help, with this fantastic forum with lots of information and knowledge. Expect an update with higher smoke resolution and less flickering on the glow from the tank explosion. I hope you enjoy it and have have a good one! /Hudson & David
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