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Found 32 results

  1. Hi there! I am trying to use my flip fluids sim in unity, so I export it as alembic; everything works fine, except for the whitewater. I supposed that is because it is points and not geometry, any clue about how could I use my whitewater in Unity? Thank you all
  2. Introduction to FX using Houdini - workshop

    Hey what's up guys, Only 1 week left to sign up for my fast-track Houdini workshop "Introduction to FX using Houdini". Limited student capacity! Over the course of 9 weeks and 33+ hours of tutorial content students learn how to do procedural modeling, particle-, RBD-, pyro-, FLIP- and whitewater simulations. On top of that we're going to talk about lighting, shading, rendering and we're going to dive deep into VEX scripting. I would love to answer any questions that you might have!!! Cheers, Manu Find the complete course syllabus here: https://www.cgmasteracademy.com/courses/16-intro-to-fx-using-houdini Also for more detailed information on the workshop, check out an interview that was done on 80.lv recently: https://80.lv/articles/making-first-steps-in-vfx-with-procedural-tools/ Here's a quick teaser:
  3. Hello, I am doing a big ocean simulation where a wave is hitting a object. And there I want to create whitewater(spray) splash. But I don't want to create foam and particles to spread in the whole tank instead of that I want the particles to spread in a particular defined area, So that simulation can run fast otherwise it is taking lot of time. Is there any way to do that?
  4. Hey there, got a little question: so lets say I have a flip sim and collisions on all sides....and I want the foam, although the sim goes a bit wild, to stick somewhere near the corners/edges. So I tried to implement a force and having her intensity been driven by the distance to the surface field. Sad thing: the whitewater solver doesnt seem to allow a lot of foam-vel manipulation. Cracked it open and tried to apply some stuff into the foam forces node but still no luck. Maybe you got a simple solution or quick tipp on how to approach this? Cheers
  5. Houdini Whitewater

    Hello, Masters I just going through a small problem but it is actually big for me. So, can you tell me how to produce whitewater like the image I have attached below. Because my whitewater sim do not create that spash like effect on top of the wave.
  6. Pre foam by texture in the beachtank

    I'm trying to add foam in the first frame of my simulation. I'm using a scatter node to distribute the foam in the first frame,My idea is to inject these dots into the whitewater solver so that they are calculated dynamically. I want to do something like this https://vimeo.com/162173918. Try to make an object merge of the dots on the Whitewater source node but I can't make these dots become foam particles thanks !
  7. whitewater - discount version

    Hey I need to create some splashes (only points) of a dolphin going out of water, I don't care about how the whitewater interact with the flip fluid, I just need a raw flip shape to emit whitewater from, and then the whitewater going up and down. camera is a side view and I don't see the surface of water. so at the moment I'm keeping the bbox of the fluid pretty big to contain the whitewater sim, I wonder if I can emit the whitewater from a small flip sim (or a cahed version of it previously cropped) and then let the whitewater go freely without boundaries from the flip sim..I really hope I made myself clear enough cheers!
  8. hi, I have a question about this display function: white water source > visualization > show surface Then blue object shows up. I know this object represent VDB, but I wonder how this tool creates the visualization. I dig into >edit parameter interface, but cannot find any particular trick. At least I found a reference null node inside of the tool. Does anyone know how to create this visualization?
  9. FLIP Spray not colliding

    Hello every one, I am doing a regular FLIP simulation where I have my particles colliding properly with a passive object. I have added a whitewater dopnetwork from shelf, and I re-created the collision setup in there. When I add foam and spray, everything goes as expected, but the spray just goes ballistic and completly ignores th collision borders. In the capture below you have an example of the overshooting particles (the ones making the correct form are the regular corefluid FLIP particles).
  10. I Speak Whale - Houdini Project

    Hi guys, i would like share with all of you my latest personal project i did on my spare time. Hope you like it.
  11. Hi there! I would like to render my water sim and whitewater in c4d to integrate it with an animated scene. I got two questions. 1. I was wondering what a good workflow is to render the simulation out over to c4d, are alembics still the best way to do this or is houdini engine faster or are there other ways? my 7 million points seem to be very very heavy for c4d in alembic... 2. How do I render out the whitewater correctly in c4d (octane render) does this need to be GEO or particles for rendering? and also how do I get that nice lifespan on it too. Thank you for taking the time to help me out! Cheers!
  12. whitewater setup on deformed wave

    Hi, I need some advice on how to create whitewater on a mesh? I created a deformed wave using a grid and Attribute VOP instead of the ocean tools. The reason for that is that I wanted my wave to curve in an unnatural way. I'm trying to set up whitewater, spray and mist for that wave at the moment and I'm not sure where to start. I can't just click whitewater from the tools because my mesh is not a flip sim. What's the best way to go about this? I thought of using vdb from polygons but then I'm stuck again and not sure where to go from there. Please help! Any advice will be appreciated! Thanks
  13. Canary Surge V2

    Hi there! this is my new Canary Surge V2, improved workflow for whitewater, foam and shading stuffs.Please watch in HD 720. Vimeo compression kill of the fine details sorry. http://ipsvfx.com/project/canary-surge-v2/
  14. Hello, I created this water simulation of water hitting some rocks on the shore. I'd appreciate any suggestions on improvements. My main issue I feel is the white water, it looks like sand and any advice on how to go about making that area in particular better would be greatly appreciated. Shore V1.0
  15. Hey there, I'm trying to manipulate my whitewater a bit since the scene is taking place on some turbulent ocean. So I want to apply noise on certain conditions. One is age the other should be the distance to the surface field. Without any distance my particles which are pretty close to the water surface are quite jiggly. So if in the air, apply noise. Unfortunately its not working that well. Is the surface field recognized withing the popvop? Withing the dop flip context its accessable pretty easy. Any hints maybe?
  16. Sourcing whitewater from points

    Hello! I feel like this has an easy solution that I'm just totally missing, so at the risk of sounding dim: I have some scattered points over some geometry, and I want to use those scattered points to emit/create whitewater. What is the process involved in having points used in the whitewater solver? Thank you!
  17. Houdini Whitewater Particle query

    Hi, I am creating a waterfall simulation to integrate into a Matt painting, and I cant figure out how to get the spherical particles in the screen shot below, to become more foam like and not so geometric. They are part of the whitewater simulation and i've searched a lot online and asked people and gone through the nodes, but cant figure out how to fix it? Is there maybe a way to create a material for just those particles and change it to a more foam like texture and consistency or smoke, or is there a better way to do it? Really appreciate any help, as quite new to Houdini and working to a fast approaching deadline for uni! :/ Thanks!
  18. Hi guys i'm sure there is a really simple answer to this but I as wondering what was the best way to render out Whitewater? I've tried the method that Houdini sets up by default and it comes out looking far more like fog than what i'd consider foam. I've tried rendering them as particles but to get the density that looks good it uses up way too much RAM (only have 24 GB). Meshing them with a particle fluid surface node also look laughably silly.
  19. 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 to so much fluid, but also, relating to the topic of this post, white water emission is occurring everywhere making blending into the ocean a problem. The question is, how to I use the volume mask created by the particle fluid mask node to reduce the velocity, curvature, and vorticity of the compressed fluid sim so that the white water emission will blend better with the infinite ocean? Any insight would be very welcome. Thanks
  20. Spray Ignores Colliders?

    Hi All, I have a working FLIP sim of a water fall that is colliding with my terrain mesh. I have added whitewater to the simulation and when I visualize the GREEN spray particles I can clearly see that they ignore my collision object. Is there any way to make the GREEN spray collide with the same surface as the WHITE foam?
  21. Canary Surge

    Hi there, i would like to show my latest personal project, just for fun. Hope you like it. https://youtu.be/u_oTSpCITQk
  22. Flip Whitewater problem

    I'm creating a white water effect, and was stuck at this point: there are streak effects on the white water. And in the snapshot, you can see my network connection. It seems that there is a rectangular outline around the boat.
  23. Whitewater simulation

    Hi all, i'm trying to create foam for my fluid simulation. I used the shelf to creare the Whitewater but i'm experiencing some problems. -How can i control the amount of particles generated? I tried with Birth Rate but it affects all the particles; it will be great to control separately the ones on the stream of liquid and the ones during collisions with other object -In the WhitewaterObject there are Surface and Velocity guides but if i enable those nothing change, the help file doens't help in this case; so i was wondering how to visualize those. -I'd like to make 2 differente passes for Foam and Spray (bubbles are not needed), but i noticed that the spray isn't generated form a cached foam...it's normal? I attached a screenshot to show you my situation. The left one is the particle simulation, the right one is the whitewater added to it. As you can see, the whitewater basically cover all the particles and i don't know if it's a regular behaviour Thanks in advance ^^
  24. Hello guys, I work whitewater for splash. I made a whitewater source particle. I want high velocity pariticle delete. So I made a high velocity group made. However, The pariticle are removed from the group while slower speeds. For example is parabolic movement. But If I want to continue to maintain, including once in the group based on the ID. I try it use sop solver. but point count changes does not work. Is there any way what? Many thanks, Hyungi Jeon.
  25. Hello fellow VFX-ers! I am experimenting with fluid sims to create a waterfall. I have done up to creating a particle emitter with a static landscape RBD, but I keep seeing the fluid simulation passing through the static geo. Am I doing something wrong? Oh, and as far as adding the whitewater part of this simulation, since its houdini 15 what is the next step in this process? selecting the flipfluidobject SOP in the autoDop? Any help would be great! Please see attached .hip file waterfallBigger.hipnc
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