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liquid splash?


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my first approach, trying to avoid Sim, and using only particles,

Circle>Point normals, outward and up, poly wire to make the emitter thicker, do particles from the donuts, (that by now i all ready figure it out i don't need all the previews steps and just do torus, LOL)

make a lot of particles, collide with needed obstacles and then, liquid surface,

this will give you an idea.

http://www.sidefx.com/index.php?option=com_content&task=view&id=1193&Itemid=68

hello, i wonder if someone knows how to achieve this kind of splash, where the splash goes in a radial way colliding with objects in the path, somethink like this.

Edited by pelos
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my first approach, trying to avoid Sim, and using only particles,

Circle>Point normals, outward and up, poly wire to make the emitter thicker, do particles from the donuts, (that by now i all ready figure it out i don't need all the previews steps and just do torus, LOL)

make a lot of particles, collide with needed obstacles and then, liquid surface,

this will give you an idea.

http://www.sidefx.com/index.php?option=com_content&task=view&id=1193&Itemid=68

That was using the SPH solver I think (been a while since the original article), which is awful slow in Houdini. If you need realistic splashes then I'd suggest working with another package that performs better for liquid simulations (like RealFlow).

Edited by lukeiamyourfather
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"he decided to use Houdini’s particles instead of a full blown fluid simulation because the water didn’t need to settle."

yep, you could also mix a Sim in Houdini and use POP to enhance it, and bring all the points together and use the Fluid surface, and in top of that use white caps.

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"he decided to use Houdini’s particles instead of a full blown fluid simulation because the water didn’t need to settle."

yep, you could also mix a Sim in Houdini and use POP to enhance it, and bring all the points together and use the Fluid surface, and in top of that use white caps.

The blurb there on the Method story used to be a full article. It was originally to promote the SPH solver when it was new in Houdini if I remember correctly. Something similar to it could be done using just particles, though for the full on pool splash you'll need more than just "dumb" particles in my opinion. ;)

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The blurb there on the Method story used to be a full article. It was originally to promote the SPH solver when it was new in Houdini if I remember correctly. Something similar to it could be done using just particles, though for the full on pool splash you'll need more than just "dumb" particles in my opinion. ;)

someone told me also that i should use blender because is better for this matter than houdini...

http://www.cmivfx.com/tutorials/view/32/Blender+Advanced+Fluids

thats sad. :rolleyes:

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