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Showing results for tags 'water'.
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Hi, I was wondering how to approach this effect since I tried an approach using particles on a flip solver and on top of that adding a pyro simulation to recreate the mist. But I'm having trouble to achive the "cone" look (attached image) since it keeps spreading and losing power while the particles travel. Thank you for your time and any idea is welcome!
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Hey there! I am asking for some help regarding water ripples. I've put this together in C4D but of course it's not in any way realistic, need Hou for that. I want to create water ripples emerging from the objects; and I've started using the shallow water solver, but I've not quite grasped the concept with how I would do these emerging waves (creating a volume velocity field was not really successful, (but I'm not super knowledgeable, who knows)). It's looking alright per se if I set the colliding objects as the seabed layer and input a water layer as well, however once I try to create the emerging ripples using the objects as a mask for the source layer, the whole sim breaks. If you have any advice, I'd love to hear it, maybe there's another better way. Thank you in advance! 2023-06-02 16-31-44.mp4
- 3 replies
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- water
- shallow water solver
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Hey guys. Need some help with collision geometry for a Flip sim. In the attached you can see the original geometry in collision source, and the resulting voxels in #2. The geometry is sourced from external .objs that I have merged than applied a Boolean Union operation to. Is there something else I can do to make sure the conversion to voxels works correctly?
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Hello all, Does anyone know a way to fill a bottle with water, other than flip? Basically I’m looking to create an efficient system that will allow me to tilt the bottle, multiple angles, and quickly be able to adjust the surface of the water angle. I already have the bottle, and separate geo of the liquid inside. I’m aware this can be done in flip, but this would require me to re-sim whenever we move or rotate the bottle. Thanks!
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Dear ODForcers, tank_forSUPASLOMO_048-karma1.mp4 As you can see in the video I posted I am attempting a bullet going through a fish tank in SLOMO. There are many issues with the shot but here I want to ask about the foam around the bullet. It is created using many many particles emitted from around the bullet then replaced by tiny spheres. I am rendering using karma. In single frames it looks QUITE good. My reference is below from Youtube. So the noise is the issue. Denoiser just makes it flat and white. So my question is shall I just crank the hell out of the samples? Or is my issue with refraction ray limit? Or a combo of both? Or do you have a better method for achieving something like the refernce? THANKS 5D
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Hello, I'm looking for an artist that can build a photo realistic rain set up as attached below this for a still visual. 2 walls created by dense rain + little splashes / ripples / wetmaps on the ground. The surface in the middle should be dry. (the ground surface is solid not as in the reference) I'll be doing the rendering myself in C4D with octane or redshift, experience with exporting the houdini files to c4d is a plus. When interested please send an email to info@rizon.be with references, availability and a budget indication. Thanks, Rizon
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I have tried a lot and i just cant understand why my particles are dying and volume is reducing. I am trying to make a washing machine animation with the water. Any tips? Any suggestions would be appreciated :)) untitled.avi washing_machine.hip
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- flip
- flip fluid
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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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Liquid SOPs is a new class focusing on building art directable liquid FX without actually using any simulation solvers. The goal is to generate the look and movement of liquid, but without the overhead and complexity of actual simulation calculations. So this means no flip particle simulations, no volume advection, not even vellum will be used in this class. Just good old fashioned ingenuity, procedural animation, noises, curves, VOPs, and of course some VEX to make it all work together. This class should get you to think about the mechanics of liquids, which will allow you think differently in breaking down that information into simpler ways that can be built with just geometry. Enroll today: https://www.houdini.school/courses/hs-224-liquid-sops Teaser: https://vimeo.com/678063221
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What I want to achieve on my render: I know that I need very low particle seperation so the turbulent spots are crispy and visible. My test rendering with redshift: https://www.youtube.com/watch?v=CL8iC5EQaoY My Questions: - I don't use any ocean tools for this; just an emitter that hits the wavebreaker collision: Should I better use ocean tools instead plain FLIP and an emitter? - I used a 50m x 40m x 20m scale FLIP tank to somewhat get realistic scale with 0.04 particle sep. It took me about 4 hours to sim and mesh 150 frames. Is this overkill and should I go much lower on the scale? - Entagma made a tutorial about adding the turbulent areas of FLIP as an attribute to the material. I did the same but the white parts are flickering very hard for me when rendered. https://www.youtube.com/watch?v=DhqC13Z_hYc&t=774s Basically how can I reproduce the same look from the reference image with houdini and redshift? Many thanks in advance
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Hello I have an animated Object and when I apply a hero rdb object then the animation is gone and my object is just falling down into the water... But I want it to float on the surface after it has touched down. How can I achive that? Thanks for advance
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Hey guys, Recently I faced the flickering issue on the flip simulation. This flickering problem appear when I simulate with custom collision wall. What I want to be is simulating with animated walls which around flip box without any flickering. Because Flickered particles cause flickering of White water and it looks very weird. Is there anyone who can help me? Thanks, in advance! collision_error_test.hip
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I'm trying to create an animation of a ship rising out of the water and simulate the water on it. But the animation is so fast that sails and thin ropes are not recognized as collisions. Perhaps raising the substep is a good idea, but is there any other way? Ideally, the collision should be as clean as this
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How to make a animated object float in a flip fluid simulation
Daniel16_16 posted a topic in Effects
Hey I am trying to achive the effect of floating but with an animated alembic object. I have tried the feedback scale in the flip solver but this doesn't help me just nothing happening. So now I am asking here, if someone has an idea how can I make a animated object float in a FLIP Sim, help would be very appreciated. The object is the starship rocket stage from SpaceX if someone here follows spacex - it should land in the ocean near Hawaii - I've done a short animation but now I dont know how to make it float... Thanks in advance Flipbook_animation.mp4- 3 replies
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- flip
- flip fluid sim
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This is my first post. I'm sorry if I'm wrong about the conventions here. I'm trying to create an animation that goes from above water to below water. I want to make a splash when above water and a bubble when underwater. For the bubbles, I looked for tutorials on Youtube and found that most of them were created with polygons. I was thinking of using particles for the water, but is it possible to use polygonal bubbles for the water? Is there a better way to do this? Also, if you have any tutorials to recommend, please let me know. Sorry for my bad English. Thanks for your kindness guys:)
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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
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Hi, The problem is getting RBD Bullet pieces to floating properly: Icebreaker_fake_Buoyancy_Bullet_SpinningProblem.mp4 IceBreaker_Ship_PopForce_VexMask.mp4 im running into problem simulated flat sheets of ice being buoyant in a volume. I can get them to rise to the surface with PopFloatByVolume and also a fake popForce with vex using the pieces depth to mask the upward force. The problem is getting them to not spin around the packed bullet point per piece, and instead have proper per point of the mesh have force applied as per proper buoyancy would. So they lie flat once they get to the surface of the water volume! Struggling with the PopFloatByVolume spin settings, and PopSpinByVolume doesnt seem to play ball either. Im trying to go down the setPrimIntrinsic route, where i could blend slowly the rotation to be flatter as they get to near the surface, but im not hitting gold yet and would be great to know if theres a better route. any ideas or approaches would be amazingly appreciated. attached the hip file with where im at. IceBreaker_PopFloatVol_CustomVolumeInput_005.hiplc
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I have a problem with the Flat Tank Meshing, when I reduce the influence scale at some point the mesh of the flat tank disappears and I can only see the Splash mesh. The problem ends when I Increase the influence scale over 2.5 but then it not seems water. The particles in flip simulation are correct and the particle separation value is really low. If anyone knows what can be the problem please HELP ME!!! I attach the flipbook to see that. Thank you very much.
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hammer flip tank hammer smash flip tank I'm trying this sim with a person walking instead of the hammer guy, but because of my specs, nvdia 940MX, i5 8th gen, it's next to impossible. So I am searching ways to do it with a low res still achieving the ripples and smashes. Also, how can I make only the legs as a deforming body? I imported fbx animation. and selecting the leg geo and clicking the shell deforming body is what I am doing. Therefore only the selected mesh is moving and the rest is staying in the initial place. I just want to achieve this sim by hook or crook. Please don't tell me to up my specs. Obviously, I can't achieve ditto but If you have any idea how I can achieve this with low specs and still not miss out on the core of the sim I would be really glad. and please do tell how to make only certain parts of an fbx animation geo as a collision object.
- 2 replies
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- help
- water simulation
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Hey all, Something is strange with my water simulation. When I press on "Flip fluids from Object" and then pressing "Play", the "water ring" is falling instantly down. But there should be a constant falling water sim. Thats my first time I have this strange problem. How to fix this? Thanks in advance problem with fluids.hipnc
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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?
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Hey! Imagine you are slowly closing the water tap. then the water will decrease slowly. right !!!.. with reducing its thickness. That is what i am looking for. Animating the activation key on the "volume source node" would stops, right way. but i don't want that. Even animating the particle separation is killing the details of the shape. i want it to slowly stops with some kinda details. should i animate the scale of the object (which emits particle) or is there any other way to slow the emitting region or something. any one can help me please!? thanks in advance
- 1 reply
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- slowly stops
- water
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