robert.magee Posted April 5, 2012 Share Posted April 5, 2012 We have just posted a Houdini FLIP Fluid waterfall tutorial - This is an Intermediate level lesson which covers custom emitter and white water and splashes. This is a more in-depth look at the ideas dealt with in the recently announced webinar. - http://bit.ly/I16yaC 1 Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted April 5, 2012 Share Posted April 5, 2012 very cool, thanks. Quote Link to comment Share on other sites More sharing options...
mangi Posted April 5, 2012 Share Posted April 5, 2012 cool robert.magee These tutorials are really making the edge. mikey madrid Quote Link to comment Share on other sites More sharing options...
mangi Posted April 5, 2012 Share Posted April 5, 2012 cool robert.magee These tutorials are really making the edge. mikey madrid Just a little update, went up to minute 25 ROP out the sim (it´s later here in madrid) Scott Keating, really clear explanation. it make things so easy now. cheers mikey Quote Link to comment Share on other sites More sharing options...
Netvudu Posted April 6, 2012 Share Posted April 6, 2012 Wonderful insight into the foam creation system! That VOPPOP was really the "trick" into it, ain´t it? Thanks Scott an SESI for this! Quote Link to comment Share on other sites More sharing options...
mangi Posted April 6, 2012 Share Posted April 6, 2012 (edited) Just a little update, went up to minute 25 ROP out the sim (it´s later here in madrid) Scott Keating, really clear explanation. it make things so easy now. cheers mikey Update_Complete Just wanted to make some comments about Scott´s Tutorial. Really clear explanations on each step. In the VOP´s he actually explains what he is doing , Not just connecting nodes, (compared to CMIVFX "it was really hard to understabd that instructor" I think he was from india) Houdini Fluid Effects For TD's Looking forward for more tutorials Scott cheers mikey Edited April 6, 2012 by mangi Quote Link to comment Share on other sites More sharing options...
zglynn Posted April 6, 2012 Share Posted April 6, 2012 Really great tutorial! Thanks SESI for posting. Might be a dumb question but... I was wonder why all of the foam/spray stuff was done in dops with a pop solver instead of just done in a popnet? ~Zach Quote Link to comment Share on other sites More sharing options...
symek Posted April 6, 2012 Share Posted April 6, 2012 Really great tutorial! Thanks SESI for posting. Might be a dumb question but... I was wonder why all of the foam/spray stuff was done in dops with a pop solver instead of just done in a popnet? ~Zach This is equivalent solution + free caching and easy collisions handling available in DOPs. Quote Link to comment Share on other sites More sharing options...
bunker Posted April 7, 2012 Share Posted April 7, 2012 @00:46:48 : should that not be $NPT*24 instead ? Quote Link to comment Share on other sites More sharing options...
Keating Posted April 7, 2012 Share Posted April 7, 2012 @00:46:48 : should that not be $NPT*24 instead ? That would probably do the job. While recording the tutorial, I had a little bit of a brain-drift. I had actually meant to use the npoints expression in the impulse activation rather than the constant birthrate. That said, it isn't actually necessary to match the number of points to the number of points emitted in the spray sim, but I found it gave the nicest results. Hope this helps! -Keating Quote Link to comment Share on other sites More sharing options...
bunker Posted April 7, 2012 Share Posted April 7, 2012 not a problem, a great tutorial ! keep em coming Quote Link to comment Share on other sites More sharing options...
reyan Posted April 7, 2012 Share Posted April 7, 2012 Great ! Very clear =) Quote Link to comment Share on other sites More sharing options...
mangi Posted April 7, 2012 Share Posted April 7, 2012 (edited) Keating. I just did the the tutorial a second time . Just to get a really good feel. I see that the tutorial file that was uploaded has nothing to do with the render that was made. It would have been really cool to have that file. Can you take this Flip Fluid Waterfall tutorial into a bit of shading. Cheers mikey Edited April 7, 2012 by mangi Quote Link to comment Share on other sites More sharing options...
Keating Posted April 7, 2012 Share Posted April 7, 2012 Keating. I just did the the tutorial a second time . Just to get a really good feel. I see that the tutorial file that was uploaded has nothing to do with the render that was made. It would have been really cool to have that file. Can you take this Flip Fluid Waterfall tutorial into a bit of shading. Cheers mikey The final rendered file had quite a large number of particles and would have required a very large download file. We will be handling the lighting and rendering of the scene in a separate tutorial ( coming soon! ) Glad you liked the tutorial! -Keating Quote Link to comment Share on other sites More sharing options...
mangi Posted April 7, 2012 Share Posted April 7, 2012 The final rendered file had quite a large number of particles and would have required a very large download file. We will be handling the lighting and rendering of the scene in a separate tutorial ( coming soon! ) Glad you liked the tutorial! -Keating Cool Great . looking forward to this take care mikey Quote Link to comment Share on other sites More sharing options...
Eitht Posted April 8, 2012 Share Posted April 8, 2012 Hello, want to make sure i'm understanding the tutorial correctly, the voppop is making the inside particles move to the closest surface - particles falling through under the surface field is because they were closer to the bottom surface? If yes, is it not possible to make all particles go on top? Oo" eitht. Quote Link to comment Share on other sites More sharing options...
zarti Posted April 8, 2012 Share Posted April 8, 2012 it was sooo easy to follow and understand . perfect ! thank you SESI for uploading this !! hope to see more for other contexts too ( not only simulations ) .. .cheers Quote Link to comment Share on other sites More sharing options...
Keating Posted April 9, 2012 Share Posted April 9, 2012 Really great tutorial! Thanks SESI for posting. Might be a dumb question but... I was wonder why all of the foam/spray stuff was done in dops with a pop solver instead of just done in a popnet? ~Zach Sorry, I hadn't noticed this question earlier. I used a pop solver inside of a pop net for a couple of reasons. Mostly, I prefer the workflow because it gives free caching/scrubbing of the timeline which is helpful when you're really trying to make sure an effect is doing what you hope its doing. More importantly, the dopnet allows you to very easily add collision objects which are more accurate than the ones using a collision pop inside a popnet. I used a very simple landscape in the tutorial, but in in theory you could have many collisions objects with varying detail. Hope that answers your question! Thanks for watching, -Keating Quote Link to comment Share on other sites More sharing options...
bandini Posted April 9, 2012 Share Posted April 9, 2012 I really enjoyed the tutorial and thought it was nicely put together and easy to follow. Great job! Quote Link to comment Share on other sites More sharing options...
zglynn Posted April 10, 2012 Share Posted April 10, 2012 This is equivalent solution + free caching and easy collisions handling available in DOPs. cool, that makes sense Quote Link to comment Share on other sites More sharing options...
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