Jump to content

Flip Fluid Waterfall tutorial


Recommended Posts

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

Link to comment
Share on other sites

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 by mangi
Link to comment
Share on other sites

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.

Link to comment
Share on other sites

@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

Link to comment
Share on other sites

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 by mangi
Link to comment
Share on other sites

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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...