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Found 96 results

  1. How can i achieve this sim with 8 GB RAM?

    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. Strange water simulation

    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
  3. Flat tank water line warping/sinking

    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. 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
  5. Simple geyser

    I was trying to create a simple geyser in houdin, but not beeing FX my primary specialties I am a little bit stuck... I would like to make the geyser emit not constantly but over time with different splashes but not quite familiar on how to use chops or additional forces to affect the particles so I am quite stuck. I found few sources online but not really helping...so if anyone has any idea I am stuck at this Thanks test_geyser_v001.hiplc
  6. Hey wizards! So I'm working on a project and I'm tasked with doing an inverse whirlpool. I've tried several techniques like curve force and axis force but they become unstable and don't give the desired effect I need. I'm currently using pop particles to affect the flip and it works, but it continues to grow then it becomes unstable. I'm trying to recreate the effect in the pokemon video but I need it to run for a long time without being unstable. What would be my approach to achieving this effect? Here is my hip file that I'm working on, maybe someone can notice if I'm doing something wrong lol water swirl.flv smalltornado_unstable.mov smalltornado_unstable2.mov watertesting_forum.hiplc
  7. This is one of the FX development I did for the Chinese animated feature 哪吒 (NeZha). All the FX are done in Houdini using flip and custom airfield to generate the waterfall effect, rendered in Mantra and final comp in Nuke.
  8. water fill

    i want fill the water in bottle. But this flip source does not fill up. I don't know why can't it be filled. BOTTLE.hipnc
  9. Waterfall Bending VFX breakdown from 哪吒 (NeZha). I was responsible for all the FX and rendering FX elements. All the FX are created in Houdini and render in Houdini Mantra, final composite done in Nuke.
  10. Cloud tornado with water VFX breakdown from Chinese feature 哪吒 (NeZha), I was responsible for creating and rendering of all the effects using Houdini Pyro and Flip, render in Mantra.
  11. River

    Hey guys, here's a river I made and rendered with Redshift ! Tell me your thoughts about it ! I didn't followed Knipping tutorial cuz I can't afford it but I tried my best. I got a problem with some flicker in the refraction pass, somehow whitewater particles were disappearing and reappearing randomly, and I solved it by increasing the refraction max trace depth. Cheers,
  12. Hey guys, I rendered this with Redshift and I'm having a weird flicker on the right : I don't know from where it's coming, since I don't have it when I render without the foam. I start to think that it comes from the whitewater coming at a high speed from underwater and popping to the surface, but I'm not sure I can't share the file for now, but if anyone has been through this and have a solution I'll be glad to hear it !
  13. Have a bit of a challenging (for me at least) lighting and rendering challenge. My glass is in the shape of an inverted pyramid that is partially filled with liquid. The glass will be rotating back and forth to move the liquid inside. Would appreciate feedback! I know that my meshed liquid should slightly overlap the glass "walls'. Also I am assuming my fluid meshing is wrong in that the sides should be perfectly smooth, not rough as they appear in the attached. I am using a single HDR dome light. What are some other rendering and lighting tips when doing liquid in glass?
  14. Floating Fountain

    A passion project re-using footage shot a few years ago. The water is split into two sims: the first covering the sphere and the downward stream, the other filling the basin and overflowing around the sides. A total of over 7 million particles make up the fluid sim. Software used: Houdini Redshift Nuke
  15. Recent work from Chinese animated feature 哪吒 (NeZha), I was responsible for creating and rendering of the water effects using Houdini flip to build a guided system for water and render in Mantra, final compositing done in Nuke.
  16. Floating Fountain WIP

    I've been remaking this old shot I had worked on 3.5 years ago, taking the old footage/files and completely reworking the sim, render and comp. Feedback welcome
  17. Hi Everyone, I'm a student and I'm working on a project in which I need to recreate a scene similar to a Venice's canal. So I'll have buldings on both sides and water between them. There will be also a flying object that will fall and collide with water. This is the first time I work with water inside Houdini. What I need to know is what is the best workflow? I'll create a custom geometry in Maya for the container of the water, it will be an irregular shape. How do I set it as a container? Since there will be a collision, I think the best solution for water is to use FLIP fluids, right? Also if I use this way I will have many particles, so what is the best way to proceed in terms of memory, simulation and rendering? Attached you can find a really rough sketch of the idea. Thanks in advance.
  18. Hi there everyone. I am having a really strange issue with my river scene when I render it out. The reflective of the water seems to turn on and off randomly. I then did some further testing and found it to be the interior Volume giving me issues but this only happens in the center section of my River, the Top and bottom are not affected by this problem. Below I have two Images to show the result of the Volume issue which is consistante on these two Frames even if I re-cache the Sim Frame 350, the Volume in the center is really Thin. Frame 357, the volume is much Thicker in the center. Please check out the Link HERE for a low quality render with a few frames on Vimeo. Password : JodysFX I feel like there is a setting I am not turning on or a value thats two low. It might be in the Surfacing node but I am not sure, I will continue to test. Any help is greatly appreciated.
  19. I'm in the middle of creating Whitewater particles for my waterfall sim and after caching out the particles and converting it into a volume it looks extremely low res considering there is over 300,000 particles and 8 million Voxels. Not sure what i'm missing but any help would be greatly appreciated. Thanks in advanced.
  20. Caching out Water Simulations

    So i'm trying to Cache out my water simulation, I've cached it out previously as a VDB, yet my file sizes are just below 800KB. It's a rather small simulation but i assume that's wrong. How do i go around fixing this issue? WhiteWaterSim.hipnc
  21. I was trying to make a river to learn how to use FLIP Fluids and Houdini in general. I came across a tutorial and followed up, but when I tried to apply that tutorial to the geometry i wanted to it didn't work the same i look more like an ocean or a lake. Also here is when i realized that the tutorial only works correctly on a straight path along the X Axis. When tried to do it in other direction the sim still goes in the X Axis instead the intended direction. Can somebody give me a hint or some help on how to correct this? Or maybe an idea on how I can do this? Thanks in advanced. River.hipnc river.mp4
  22. Cascading Waterfall Advice/Help

    I'm currently doing my FMP for University and will be working in a group of 4 to create an environment with a character asset and Waterfall/Lake FX asset within it. I will be solely responsible for creating the waterfall/lake but I'm currently unsure with which way i should approach the project. The Waterfall is going to be in the background cascading down some rocks into a lake in a cave however we will be creating the cave to real world scale which has caused problems when trying to set up emitters at such a large scale. I've attached some reference photos of what the waterfall is going to be based on as well as the initial proxy geometry created for my particles to flow over. I was just wondering if anyone here has any experience with a sim of this type/scale and could lend any advice on how they created it. Thanks RocksPrim.obj
  23. FLIP unstable border particles

    I am trying to get a calm puddle, and I have managed to achieve that in most of the fluid. Still, I can't get rid of this moving particles at the boundaries.... I've tried deleting them, but new ones will start moving until they get there... puddle_02.mov
  24. 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
  25. Hi Guys, I try to simulate a quiet river. But I got the problem that in the areas where the water is not moving at all(or is really really slow), it is moving up and down all the time and looks like little hills. It is not flat what you would expect.I know it is possible to do with other programs but has anybody a solution for houdini ? I tried already the swirl kernel, a sop to settle down the y axis(based on velocity) and a blending with a simple grid based on the velocity. Is there an official way in the simulation process? I am thankful for any advice
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