nick2970 Posted May 26, 2014 Share Posted May 26, 2014 (edited) Hi folks, I am trying to achieve this effect www.vimeo.com/41911151 I can get quite close with H13 flip but I am missing all the nice detail in the spray/foam. I have tried adding some surface tension and that helped a little. I could jump back into Naiad and try that as this example was done in Naiad of course. I am just hoping for some clues as I am a bit of Noob in H flip Sims, most stuff I try works beautifully but this one seems to be a head scratcher. I have been careful with scale and I am doing a similar animation on a vehicle. Cheers, Nick Edited May 26, 2014 by nick2970 Quote Link to comment Share on other sites More sharing options...
edward Posted May 26, 2014 Share Posted May 26, 2014 Wrong vimeo lnk? Quote Link to comment Share on other sites More sharing options...
nick2970 Posted May 26, 2014 Author Share Posted May 26, 2014 One digit out and you get freefallin' on the Banjo! What a crazy world... Fixed now ; ) Quote Link to comment Share on other sites More sharing options...
Netvudu Posted May 26, 2014 Share Posted May 26, 2014 It´s difficult to help without knowing your problems....you state you are missing detail on the spray/foam...well, my first instict would be to think you need more whitewater particles. Maybe you can add more at sim time, or even use a Point Replicate later on if you can´t coop with higher sim times... Maybe you can "help" the sim adding some noise with a POPVOP to get some variation... Once again, very tough to help without being a bit more specific on your problems. Quote Link to comment Share on other sites More sharing options...
nick2970 Posted May 26, 2014 Author Share Posted May 26, 2014 Thanks Javier, I understand, it's all a bit esoteric right now! I guess what I am getting from my undying flip sim is lots of big streaks of stringy fluid, and then the white-water on top ends up streaking off in big straight lines. Whereas the example I posted is very aerated and broken up and far more natural. There are so many factors that could be in play that it's hard to know where to start. I guess a good question would be do you think H13's flip system is capable of this kind of effect given the way it Sims white-water, or is this something that Naiad is particularly good at? Thanks for taking the time to reply. Nick Quote Link to comment Share on other sites More sharing options...
Netvudu Posted May 26, 2014 Share Posted May 26, 2014 Just to pinpoint where you find problems....does this really lo-res sim create anything remotely similar to what you´re after, or do you find the same problems? It´s a quickie just to see if I can get on the same ground that you are... WheelWater.hipnc Quote Link to comment Share on other sites More sharing options...
nick2970 Posted May 26, 2014 Author Share Posted May 26, 2014 Thanks again Javier, I think you are onto something here, it may be the way I am setting it up rather than something more complex. I am starting with a fliptank that is maybe too deep with fluid, your collision already looks better than mine as the white-water is very energetic. I will play with resolution and see if I can get the white-water to get that lovely droplet look that the example render has. I have seen it in a few forums that Naiad's white-water solver is more fluid based and Houdini's is more particle based but it will be interesting to compare the two. The mist solver in H13 is certainly fluid based. Thanks so much for taking an interest! Cheers, Nick Quote Link to comment Share on other sites More sharing options...
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