dyei nightmare Posted April 27, 2011 Share Posted April 27, 2011 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. Quote Link to comment Share on other sites More sharing options...
pelos Posted April 27, 2011 Share Posted April 27, 2011 (edited) 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 April 27, 2011 by pelos Quote Link to comment Share on other sites More sharing options...
lukeiamyourfather Posted April 27, 2011 Share Posted April 27, 2011 (edited) 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 April 27, 2011 by lukeiamyourfather Quote Link to comment Share on other sites More sharing options...
pelos Posted April 27, 2011 Share Posted April 27, 2011 "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. Quote Link to comment Share on other sites More sharing options...
lukeiamyourfather Posted April 27, 2011 Share Posted April 27, 2011 "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. Quote Link to comment Share on other sites More sharing options...
dyei nightmare Posted April 28, 2011 Author Share Posted April 28, 2011 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. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.