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Realflow 5


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Is there something extra cool which our houdini can`t do so far? I don`t see any, one thing, sea surface, looks like HOT, no dynamic, only point transforms with combination with soft or ripple kind of dynamic or realwave. Am`I right? Or is there something which Houdini can`t handle with and realflow yes? For you, who use Houdini particle fluids and realflow in production, what is the biggest different? . Realflow is faster, it is written for fluids, Houdini is slower but if I can imagine what ewerything I could than add to particles or geo or whatever, houdini still wins for me.

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Realflow is very much faster than houdini. The new grid fluids use almost all cpus and cores of your machine where houdini does not scale very well. Even most particle fluid calculations are faster. Together with the renderkit where surfaces are created at rendertime, it works very fine.

Realwaves have still a problem especially with wave ripple speed and strange patterns evolving.

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Realwaves have still a problem especially with wave ripple speed and strange patterns evolving.

Yep, realwave can create good delta waves from collision objects, which not so eassy with Houdini.

I always have to make my own deformer in Houdini to achieve something similar.

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Is there something extra cool which our houdini can`t do so far?

Not really anything extra cool, but from my experience Houdini can't come close to handling the amount of particles or voxels (at least on a single machine... maybe slicing and distributing among multiple computers will help Houdini out, but I have yet to be able to try this or see anything outside of the old school blog on this). In general Realflow is just a crapload faster... that's really all it comes down to, but that usually means more iterations and getting a better shot done in a lot less time (depending on the shot of course) and with it being geared just for fluids and some decent rigid body stuff I think it should be expected that it's faster. Houdini wins hands down in control, but Realflow actually offers a pretty decent amount with python and/or the new c++ sdk... plus there's the new filter daemon that gets rid of 1/2 the scripting you would've had to do before.

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Realflow 5 is very fast and FumeFX is very fast but both are limited in some way where Houdini is not.

I'm wondering how fast is Flowline and Naiad..

Next Limit rewrote the solver from scratch for Realflow 5. One of the beta testers told me it's actually farely similar to Naiad.

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I'm also one of those beta/alpha testers but I don't see similarity. Maybe it's because of my lack of deep knowledge about naiad itself :)

It would be nice to have voxel solver with automatic flid resize AND that would add another voxel box when it's needed (when You need more detail in particular place). I have heard that flowline has such possibility .. but I may be totally wrong here.

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The possibility of their render time fluid surfacer coming to Mantra sounds interesting. Still would like one in Houdini but not until there is a point procedural first.

Edited by graham
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would be great to have a meshing procedural, if we could do low to mid resolution fluid surfacing just for previews and use attributes from the surface to generate render-time surfaces, something i've wanted to have for some time now.

jason

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It's always a trade-off to do this in SOPs or in Mantra. Generally water is made to be reflective and refractive. That means raytracing. Mantra in it's current form would be forced to build the entire mesh in these instances in one go before the render started.

The Particle Fluid Surface SOP is currently multi-threaded in latest latest builds of H10.0 so you could build an Asset and wrap it up in to an otl on disk and then write a simple script. Run the otl at the command line and feed it a sequence of bgeo's to generate the high res meshes as optimally as possible.

I also wish for more Mantra procedurals partnered with equivalent SOPs and the Particle Fluid Surfacer is one candidate for sure.

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