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Found 45 results

  1. Whitewater leaks through surface

    Hello everbody! Im struggling with the whitewater sim. There are some post about it but they didnt helped me. I tried everything they told but its not satisfaying. I created the sim from the Shelfttool and played with some settings. First, the whiterwater particles were floating outside the mesh or didnt even collide. I pushed them closer into the mesh with some settings. The fluidsolver works fine. Then i recognized that the particles are inside the mesh. They are skipping the first surface and they are floating inside and now i need help I have another testproject with same problem. I hope you guys can help. I am out of ideas Here is the scene Thank you glass_scene.hip Glass OBJ.obj
  2. Whitewater h17.5 Not to emit bubbles

    Hello, Using Houdini 17.5 to create boat wake with white water. Using the white water solver I where I would like to emit foam and spray over the flip surface. However, I do not want the bubbles as I am under the impression this would reduce simulation time and memory consumption. That said, I couldn't figure out a way to stop the solver from emitting bubbles! Anyone was able to deal with this or any documentation or thread that could help?
  3. 1. Is there a way to emit whitewater from a specific region? I am trying to get whitewater appear around the sphere only. But coudnt get it to work. Also i am trying to get rid of swirly kind of whitewater style as shown in image File attached. 2. Can ocean spectrum emit foam when it interact with an object? ocean_cliff_foam_v01.hip
  4. 1. Is there a way to emit whitewater from a specific region? I am trying to get whitewater appear around the sphere only. But coudnt get it to work. Also i am trying to get rid of swirly kind of whitewater style as shown in image File attached. 2. Can ocean spectrum emit foam when it interact with an object? ocean_cliff_foam_v01.hip
  5. Hello to all people :)! I’m trying to do a few days, a whitewater that surrounds my boats, creating the tip of a wave at the front of the boat, a little like this example ... https://forums.odforce.net/topic/28940-flat-tank/?tab=comments#comment-164200 or that one (Really a defined shape of the whitewater fallowing the boat from the front to the back.The problem, here ... I can not see why the whitewater does not seem to be done and do not keep the shape of the same smaller boats ...) I would also like to know ... how to bake my simulations in order to have an ocean that included my simulations of my boats, with also my whitewater :)? Thank you in advance for your help :)!! (P.S, here is my scene) Boat_Breack_waves_V010.hip
  6. 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.
  7. Hey magicians, I got a flip of a hand going underwater, but the whitewater is exploding/jittering in some parts, anybody knows what can be causing this? Also what will be the best way to mesh this? right now i made a group to delete the borders of the containers, is this correct? Thanks!
  8. Hey guys, Im having trouble using the popreplicate on an extra whitewater spray cache. I want to replicate based on v but It will not generate any points even if I crank it. The particles are cached and I have all the attributes in there including velocity but still cannot get it to replicate any particles based on their velocity? Cheers
  9. 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 Presentation video https://vimeo.com/293116223 [vimeo.com] at around 1:20:00, Scott Keating briefly shows and mentions using the whitewater solver for spray and foam with only a deformed ocean surface (no underlying FLIP sim needed). I can't seem to find anything on how to actually do this in Houdini 17. The whitewater nodes and shelf tool still expect a FLIP sim. Can anyone point to what I am missing?" Anyone know how to do this? Or at least can confirm that this feature is missing? It'd be great to know either way. Thanks!
  10. H17 White Water issue

    Hey magicians! I've been using the new whitewater system and have come across a glitch? How would I get rid of those small dots lining across the sim? Also, would anyone know of a good place to learn just the whitewater system? It is a bit confusing when coming from the 16.5 WW system. The scene is supposed to be a stormy ocean for any feedback you may have, which I would love. Thanks. H17_WhiteWater_Test_01.mov
  11. Spectra Mask removing/Masking the Foam

    Hey guys, Basically my foam/whitewater is being deleted when the flip tank moves across Guided Ocean layer. The foam is cached correctly as the particles are there so I'm guessing its a problem with the OceanShader or rendering? Just as the boat hits the big wave the whitewater map is deleted. Its hard to tell but it seems to be happening through the whole shot. Any ideas how to fix this? H16.0 Mantra Edit. After playing a bit I think it's the Spectra Mask removing/Masking the FoamParticles input. Is there a fix or way around this? Thanks for the help, I'm new to Houdini as I've been learning it the last year when I can so sorry if the above is not worded correctly. Steve Fix.mov
  12. Tsunami Effect

    Hey Magicians! I recently started using Houdini, so my knowledge isn't as vast as some of you guys. I've been trying to figure out how to spawn whitewater along the top of a tsunami, however, I've been having lots of problems going in different directions. Through a lot of RND and research, I was able to get the flip fluid on the cusps but the whitewater just isn't spawning, I think I found the error, it has no "Point Groups: emitters 0". I've been able to copy spheres to the cusp and scatter pops to the cusp as well, but I need the whitewater (foam, spray) on the cusp instead and don't really know how to go about it. Other than for a project, I've been really interested in seeing how its done since so many people want to avoid it. Any help is much appreciated! TsunamiWave_FX_v01.hipnc
  13. Hello! So I just started dabbling in FLIP and have a little river scene everything looks decent except for the whitewater. It takes forever to cache but I have the rasterized particles cached out and the standard particles will be finished caching later this evening. I've played with the spray shader but it looks kind of weird when applied to the rasterized particles, especially with the noise parameter that's [on] by default. I also read a few posts that suggested trying a billowy smoke shader instead. That made it look much better but still not correct so I figured I needed the regular particles cached in addition to the rasterized ones. If that's so they're caching now, but when they're finished what do I do with them? Last time I had whitewater particles cached they just rendered as spheres because of the pscale, am I supposed to mesh them like the FLIP and then layer them? I can post some screenshots once my cache has finished.
  14. 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
  15. 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:
  16. 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?
  17. 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
  18. 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.
  19. 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 !
  20. 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!
  21. 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?
  22. 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).
  23. 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.
  24. 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!
  25. 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
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