Sempai Posted August 5, 2014 Share Posted August 5, 2014 Hi guys, How are you? I need to create a simulation very similar as the 7up reference that I attached. If it's possible to create a laminar flow or similar in houdini. Thanks in advance. Regards. Quote Link to comment Share on other sites More sharing options...
Sempai Posted August 5, 2014 Author Share Posted August 5, 2014 aaa Quote Link to comment Share on other sites More sharing options...
Sempai Posted August 5, 2014 Author Share Posted August 5, 2014 reference is loaded? 7up_Reference_Fluid.mov Quote Link to comment Share on other sites More sharing options...
danw Posted August 5, 2014 Share Posted August 5, 2014 Looks like there's some frames missing still... approximately all of them :-) Quote Link to comment Share on other sites More sharing options...
Jason Posted August 5, 2014 Share Posted August 5, 2014 A 17kb movie can't be very interesting Quote Link to comment Share on other sites More sharing options...
kleer001 Posted August 5, 2014 Share Posted August 5, 2014 You created a quicktime movie that referenced another file. You'll need to make your quicktime self contained. Or maybe point to a youtube video? reference is loaded? Is it this one? https://www.youtube.com/watch?v=jidF-xXNDII I think it's all hand animation. Quote Link to comment Share on other sites More sharing options...
Sempai Posted August 5, 2014 Author Share Posted August 5, 2014 this is the reference can see it? Quote Link to comment Share on other sites More sharing options...
Sempai Posted August 5, 2014 Author Share Posted August 5, 2014 like this.... 7_Up_Taste_2012.mov Quote Link to comment Share on other sites More sharing options...
danw Posted August 6, 2014 Share Posted August 6, 2014 (edited) FLIP fluid sims will typically tend to give this sort of behaviour naturally... You might be able to encourage it by increasing the Volume Motion> Smoothing setting a small amount... not too much though, or you'll lose all the details. Set up a sim with a flat shelf object, (maybe with raised sides to direct the flow towards one edge) and pour water onto it from an emitter... it should naturally form a laminar sheet off the side. (Try an image search for "waterfall faucet" - that sort of thing, but just make it wider) The most important aspect will probably be how you mesh the resulting sim... on the VDB from Particle Fluid node, try playing around with the Influence Scale parameter. The higher you go, the more particles will sheet together rather than leaving holes... but the downside is, it has a tendency to cause popping in the mesh the higher you go, as larger and larger holes will blink on and off. For that reason, you may need to balance that off against increasing the particle count of the sim instead. Lower the particle separation and bump up the grid scale to 3 instead of 2, and you'll get a similar sim, but with far more particles per voxel. Basically, trial and error I'm afraid... as I said, FLIP fluids will do what you want naturally, you just need to work out the most effective way to extract the best look out of it by considering the sim and the meshing. Edited August 6, 2014 by danw 1 Quote Link to comment Share on other sites More sharing options...
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