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Showing results for tags 'velocity', 'flow', 'velocity flow', 'velocity field', 'vector field' or 'erosion'.



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Found 90 results

  1. VDB velocity half circle?

    Hi! Houdini beginner here. I have multiple curves that spin around that's being converted to VDB for smoke sim, but I'm getting this weird half-circle from its velocity. It almost looks like it's being clipped. How do I fix this? Thank you! vel_zero_on_z-axis.hipnc
  2. Smoke Sim- vel not coming through?

    Hi! Houdini beginner here. I created a custom velocity using pointVOP and added onto VDB surface attrib point.v as vel. When I middle-mouse click, it shows that vel exists. I have it scaled higher than 0 on the volume source in the DOP network and set "Add" for the operation option, but it makes no difference in the smoke sim. There's supposed to be a noise pattern in the velocity, but it's only taking into account of gravity. If I disable the gravity, nothing happens to the volume (the volume surface get steppier? but it doesn't push the smoke or anything). There's also a custom temperature going into DOP, but that one works fine. So I think I missed a step somewhere when bringing the velocity into the DOP network.....What am I missing? Thank you!!
  3. Here is a small test setup I've made. It is advecting particles along a curve, driven by a velocity field. I added another velocity field pushing the particles back towards the centre of the curve and blended the two. This is done by deriving a new field, based on a volume gradient and multiplying the volume gradient by the volume sample and negating it. So far, I haven't tested it much, but it seems like it is working, but the settings will certainly need some tweaking. As in Houdini, there are very often multiple solutions to the same problem, I was wondering if there was a different way of achieving this...how would you do it or improve it? advectPush.hipnc
  4. Hi all ! Do you know why the terrain erosion output varies drastically based on the initial grid spacing ? And how to overcome this issue ? I would like to get the overall shape obtained with a grid spacing of 0.5 (erosion, sediment, etc...) with a better level of details for close up scene. For this scene I've used the terrain shelf tool "Dunes" and let all the parameters as they are expect for grid spacing Thanks Alex
  5. 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://trello.com/b/f8Pgip7s/lynxpipeline 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
  6. Hello ! In order to setup my different Disturbances and Turbulences inside of a smoke simulation, I'd like to know what range of velocity I'm dealing with. How would you guys do that ? If you have the proper method to do that just ignore what's under. The sim is already cached (density, vel, rest, rest2). What I'm doing for now : When looking at the node info there is vel.x, vel.y and vel.z. I don't understand why but I've read that these are scalar values and has to do with how Houdini works so why not. I don't know how to inspect this volume further than that since it's a volume the Geometry Spreadsheet doesn't display anything. And when I apply a VolumeSlice I get 10 different vel attributes per point. vel[4] matches vel[7], vel[5] matches vel[8] and vel[6] matches vel[9]. But not the rest of the values. This is very confusing to me.
  7. Hi there, For a school project I am working on a river. I am getting very nice results with the standard flowmap tools already, but I wanted to change some things. First of all, I wanted the river to flow quicker where it is narrow, because velocity = flowrate/area. This does work. Note that to make this work, I went into the flowmap to color node and got rid of the normalize, because I want values over 1 for the speed. Then I also wanted the water to flow quicker, so I thought I'll just take v.y and multiply it with 9.81. This seems to work at first hand, but then at the top of the slopes of my river, the water seems to flow in the opposite direction (back up). I am not entirely sure why this happens. When I set the gravity to a lower value, like 3, this doesn't really happen yet (or at least not visible). Can anyone explain to me why this is happening? Also, is there a better way of achieving this result, rather than just not normalizing any of the vectors?
  8. source flip fluid with velocity

    hey! I'm trying to emit a flip fluid with some velocity, I can add a generic velocity in world space but in my case I want to add velocity along the normal of the object sourcing...just can't figured it out yet
  9. velocity field from a geo

    Hi, Any suggestions of how to create a velocity field around an object, like in the link below (0:36 sec) ? Thank you, Vas -
  10. Velocity Field for Pyro

    Hi Houdini Friends, I'm having an issue with my pyro simulation where I've tried to setup a velocity field that changes the direction of the flame at a right angle, after several attempts I can't seem to get the velocity field to affect the sim even though the movement for the sim is sourced partially from my velocity field. I've attached the scene file, if anyone could tell me what I'm doing wrong it would be much appreciated scene.hipnc
  11. Hi, i am trying to achieve the reference footage and what is in the image. https://cgsociety.org/news/article/2788/fx-tips-and-tricks-with-andi-kadiu while debris is moving ahead velocity needs to be negate in pyro... as u can see in my playblast its looks simple trail(snaky behaviour in flipbook)....and if you see refrences there is specific pattern in the smoke some kind of circular trail(red color marked in ref image) leaving behind...i am struggling with this for few days....if anybody can help or put some information here that would be great....i have attached test hip file and refrences. kindly have a look..thank you in advance flipbook.mp4 pyro_trail_v001.hip pyro_trail.mp4
  12. Dear community, I am currently playing around with heightfields in H17 and would like to create a little island for Unreal or Unity3D. I am using the erosion filter to generate shape-features as well as water and debris masks. I really like the distribution of water areas for rivers and lakes. However, except for distributing fluid-particles around these regions and performing heavy simulations which I could bake to meshes, I am out of ideas. Especially in non-planar areas I don't know any technique that would create realistic water surfaces. For a game-engine I would usually just need the top surface parts of the water. Does anybody have an idea on how to achieve that? I am thankful for any feasible approach or idea. Best wishes, Nicolas
  13. Pyro Disturbance for high vel

    Hello, How to increase the disturbance on high velocity source, Im using particles and volume as sources, both with very high velocity, but disturbance only affect after some frames, not on initial simulation frames, I`m using 3 "gas disturbance" microsolvers, 2 controling density fields and 1 controling the velocity.
  14. I need to add noise in erosion, it used to be in Houdini 16 but I can't find it in Houdini 17? Where is the parameter for noise?
  15. I am trying to blow up multiple groups of particles in a sequence.(boxes of confetti exploding at different times). The activation isn't really the problem as I can use a sop solver within a dop to activate the particles group at different time. The issue is to give them that "initial velocity" at activation time. The only method i found that is working to achieve the effect, was to actually import and merge many popobject and "activate" them one by one in a sequence , with the velocity attribute created at sop level This solution is of course very inconvenient. I attached a clean file, with just the different group all popping at the same time. a solution to have them delayed one after the other would be very welcome I just can't find an elegant method which works procedurally. Thank you for your help confetis.hip
  16. Hi all, I am trying to make a whirlpool effect and i am doing it by creating a circle and then copying it into itself creating a for each loop where every smaller circle rotates faster than the previous then copying it downwards and tapering it to make the typical "hole" that is formed. I previously made a mistake where i copied the volume created from the effect and put it as the source of the water and got it working but the surface water was stationary, now that i have the surface moving but when I let the effect run it only "spins" the top layer of the water and doesn't go any deeper into the water , any tips? or any help would be appreciated. Whirlpool13.hipnc
  17. Hey everyone! I've been digging through the forum but quite haven't found something that will help me get this effect i'm trying to achieve. i'm trying to work on an setup where I have particles stuck on a deforming grid and the particles become unstuck as they inherit velocity in Y(sop solver) and then with gravity they come back down. my current setup might be too complicated because it's proving very difficult to control. i am using a popnet where particles stick to the collider geo and become unstuck with a sopsolver "if (@Cd.r > .1){ @stuck = 0; }" does anyone have ideas on how to simplify the setup? is this something that the grain solver would be better at handling? thanks everyone! waveRipple_v003.hip
  18. Hi guys, I'm very new to Houdini. I'm coming from a Softimage ICE background so my brain is still struggling with adapting to a new workflow so bear with me if you can! I was following this awesome tutorial from the Entagma guys (linked bwlow). In short, I replaced the spheres he uses at the end with the trusty ol' pig head and now I would like to figure out how to make these pigs heads turn in the direction they are moving as they slide around the surface. I've spend a long time googling and looking at previous posts related to particle orientation but I can't seem to find a way to adapt anything to this scenario. I'll attach the scene file if anyone has any advice? I think I would need to do something like finding the point position from the current and previous frames and subtract them to create the direction vector but I can't find a way to do that in any of the PopVops. I tried using a PopLookat and setting the target to look at the velocity but not luck. Any help would be appreciated. I'm not great at VEX, I come from ICE so Pop Vops etc work best in my brain if thats possible. Cheers (not sure how to reduce size of video in this post, apologies if it shows up giant!) Entagma_GrowthEvenOnSurface_V01a.hipnc
  19. Hi, I have a question about copying velocity's to a flip simulation. I want to create a specific shape in the motion of the fluid. The only way I can get close to that at the moment is to source(copy) a generated velocity into the flip sim. That's because when I add the velocity, it overshoots too fast and I can't get that specific shape out of it. The only thing with copying the velocity, is that it copy's the velocities with a value of 0 as well, so the flip is completely at rest. I was thinking that this could be fixed with a mask field, but it doesn't seems to work as I expected. Is there anybody out there who can tell me what i'm doing wrong? Or other suggestions to get that result would be welcome as well! Actually, any help/advice would be appreciated! pumpVelToFlip.hip
  20. Alembic Velocity Issue

    Hi guys I am having a rather strange issue. I have a particle system which is advected by volume from a pyro sim, and then I have bits of geometry copystamped to this system. But when I export this to Maya with ROP Alembic I am not getting velocity. What's strange is if I do a convert to points from volume using the original pyro sim, copystamp that and export it instead... the velocity works in Redshift Maya.. why does it break when using points from pops? Does anyone have an idea about what's going on? EDIT: Found a workaround. Convert the velocity to colour in houdini, and use it as the motion vector source in Maya mesh controls.
  21. Hi, I am currently creating a simulation with flip fluids that are affected by a vortex force. I need the velocity/lift attributes to be animated independently throughout the simulation, though no matter how I set the settings for either the sop geometry, or vortex force operator, the values will not change throughout the simulation. What is the proper method for animating these attributes for use in dops? Thank you,
  22. How is it possible to convert a single volume, to 3 volumes (velocity) I have shaped form that I am converting to a volume. I then need to convert that volume to vel.x vel.y and vel.z, to create a velocity field of. it is not optimal to just create a bound and then convert it via a "Volume" node, because I need to keep the original shape.
  23. Fast smoke simulation

    Hi there, I am learning about smoke in houdini and I am desperately trying to achieve an effect like this By this I mean a fast paced smoke puff that spreads out wide, like almost in a V shape. However, no matter what I do, my smoke always ends up looking very straigt. I can achieve the fast paced but then it looks even more straight I think. I tried making it faster by chaning the time scale, giving it a high buoyancy lift, using my normals as a velocity volume (in source volume node) and setting the scale of it to very high, setting the temperature scale to a higher values, etc. All these individual things work for the speed, but I keep ending up with quite a straight line, or something that isn't making sense at all. I tried adding turbulance, but this also doesn't help me to achieve that "v shape". I hope someone can explain to me what is going wrong, because I am totally lost.
  24. Hey Forum! Basic question here: When using Houdini Engine with UE4 - Do we need to manually bake out color maps and other uv maps such as those generated from the erosion tools in houdini (flow, debris etc.) ? I have no problem importing the .otl into unreal via Houdini Engine - but it is not clear how Unreal/Houdini share all the data that exists on my points in houdini… Thanks, Sam
  25. Hey magicians, I'm working on a flip river wich I need to have color attribute, followed H16 Flip Masterclass and get there, but then I tried to add color in several ways but I can't get it working. I tried adding a sop solver to dops with attribute transfer, but the color didnt worked on the motion. Also tried making source volume with points from volume with uv texture but velocity gets weird. Working river without CD Cd particles with weird velocity Any tips on how to fix this? attaching a hip. Thanks in advance flip_issue.hip
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