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  1. Hi, I am creating beach wave and having issue with my whitewater simulation. I am getting bouncing issue with collision. I tried changing pysical property of collision and particles both. I change collision resolution. But still having same issue. Please let me know if anyone have faces same i...
  2. Is it possible to jack into or change the Noise in Repellents, other than the standard controls? How is the noise calculated? Can we add to it or change it? Add a Perlin noise or custom vel? Vex or Vops? Maybe effected by a POP sim? Or is it hard coded? Cheers!
  3. Hey ODForcers, I have a FLIP sim and WW, and it was working but now it just emits from the whole FLIP, when it didn't before. It seems to be from Vorticity AND Curvature and makes NO SENSE! I'm trying everything but wonder if there's something obvious I've overlooked. I would u...
  4. So im simming a waterfall into a lake but am running into problems with the whitewater sim. When i color the vorticity attribute on the fluid sim i get a beautiful result but when i go to place a whitewater source down it doesnt seem to respond accordingly. In the images i attached are from the same...
  5. Hello, So I've been working on a breach SIM, but I run in to 2 quite large and possibly related problems. Water spawns around my breaching object below surface level and when the object goes out of the water. The water level is lowered by the amount of particles around the object th...
  6. 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. No...
  7. Hi Everyone, I'm looking to create EXACTLY this effect in de houdini docs: https://www.sidefx.com/docs/houdini/shelf/largeocean.html#using-large-ocean (example vid) I've traced it back to the launch event of H17: (skip to 01:20:00 or so) Ofcourse there's no tutorial or docum...
  8. Any other suggestions on how to take a large wavetank sim, and crop just a small swatch, to do whitewater testing on, instead of the huge tank? I need to take the compressed fluid cache, and crop out a small bit. Tried something like this which sort of worked, but the whitewater source change...
  9. Dear Houdiniers, I am doing a heavy FX shot, mostly FLIP colliding with geometry and whitewater from that FLIP. I need to cache multiple .sim and .bgeo.sc sequences for various different SOP and DOP nets. It WAS..... all working fine, but now caching anything it seems, whether...
  10. I posted about this on the sidefx.com forums and got no response. This is about a feature that SESI has shown and discussed in the Houdini 17 Launch Presentation video. I'll link to the original post and copy it below. https://www.sidefx.com/forum/topic/61375/ "In the Houdini 17 Launch Pre...
  11. Hi Friends! I'm trying to do a floodwater simulation and whitewater came nearly to 1TB, what is the best method to render this as particles or the VDB?(for production use) I have to send this to the lighting artist, sending 1TB caches is tough to deal with for us, looking for help on optimizing
  12. rendered with arnold GPU, 1 beauty pass straight out of the renderer
  13. Hi there! I have a FLIP + whitewater simulation I'm putting together and trying to figure out what's causing these popping artifacts in the simulation? They seem to pop up every time I try to start playing with whitewater! Preview attached-- thanks for any guidance! whitew...
  14. Hi there! I'm working on an effect to create a kind of hero / tidal wave look using the regular Ocean Spectrum SOP and a VOP-based deformation. I was trying to find some information online about the various approaches for an effect like this to create some secondary simulated effects for...
  15. I am creating a long animation of a boat on an ocean surface. I am using the new guided ocean surface with Houdini 16 to make use of the extended fluid surface blending to an infinite ocean. I am encountering a couple of problems, one being that as the sim continues the boat becomes a submarine due...
  16. I'm doing a whitewater sim, but the repellants are floating on the bounding box of my surface SDF... Has anyone experienced this?
  17. Hello guys, i have a doubt on my whitewater sim.... whitewater01.mp4 i want whitewater to be only on the areas of splashes not on the previous frames rising up... could someone tell me how to make that work?
  18. Hi everybody, I'm having a problem with the Houdini Ocean Tools. In particular, the Foam SOP doesn't seem to be working at all. To make a comparison, here are some screenshots of an ocean rendered with Houdini 15 prior the introduction of the new HOT (when the foam was texture based). This org...
  19. Hi everyone, I'm walking around the whitewater system. I watched the whitewater masterclass with Omar Zarifi, and near at the end he uses an attribute called @pbfstiffness, and it's really cool. I'm wondering if there's any more attributes like that which can be used for greater con...
  20. hey... I had an idea of directly fitting in the whitewater source via a sop solver in dops as a post solve, is this possible? I have tried it. but with no luck, also by applying a compress fluid. before Im gonna send scenes Im just wondering. And about the experience. was trying to get s...
  21. Hello! How to Increase Particle Separation for Spray - Setup whitewater solver?
  22. Hello all, I've been trying an effect where a character runs into the water. As soon as the character starts moving and colliding with water little spheres or maybe bubbles start emitting and I don't know why. Below I have attached my hip. file and a screenshot of my exact problem. man_...
  23. Hello everyone. I'm trying to make a simulation of a fire hydrant spraying water at a high velocity. I'd like my effect to look something like this: FireHydrant1.jfifFireHydrant2.jfif I have the FLIP fluid behaving how I want it to, but the water looks too clear. I would assume that w...
  24. 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.
  25. 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.
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