king4444 Posted March 31, 2016 Share Posted March 31, 2016 Hi. I'm using Houdini about 1 year. But i really don't know how to create this effect like Reaflow. Can anybody help me? Plz Quote Link to comment Share on other sites More sharing options...
Netvudu Posted March 31, 2016 Share Posted March 31, 2016 if you mean the fluid sim following a curve path, it´s not that difficult. Fip particles can be affected by POP forces, so you can use a POP Curve Force to make your particles follow that path Quote Link to comment Share on other sites More sharing options...
Farmfield Posted March 31, 2016 Share Posted March 31, 2016 if you mean the fluid sim following a curve path, it´s not that difficult. Fip particles can be affected by POP forces, so you can use a POP Curve Force to make your particles follow that path But can you really get as good a behaviour using that as you can with the Realflow forces? And I'm not a Realflow user myself, just played around with the basics a couple of years back, but I worked with Realflow artists and I've just got the impression the RF forces are way easier to setup and get looking good compared to using the POP forces in Houdini. Same with the morphing tools, etc... Or maybe it's just me not having dug deep enough into this. 1 Quote Link to comment Share on other sites More sharing options...
Netvudu Posted March 31, 2016 Share Posted March 31, 2016 (edited) Personally, for this very case I don´t find it difficult at all. There are specific situations, where one RF daemon does simplify one situation, but I don´t find it that to be the norm, but the exception. On the other hand, when something isn´t done in RF and you have to dive in those nodes, it is far less intuitive than the Houdini counterpart. So it´s a trade-off. The basic glass of water is indeed easier in Realflow. Again, I don´t find this to be true for every case. I like both systems, but in Houdini I don´t have to export anything anywhere to work, which is a win in my book. My feeling is that many people are driven to Houdini for a specific thing, such as Pyro or FLIPs, but they don´t know well the rest of the software and you simply cannot get very far in Houdini in that way. You need to understand how data flows and how to work with that info or you´re in for a headache. You need to know SOPs very well, and understand the software structure. Realflow because of daemons and being a smaller package, is much more permissive on the rookie. Edited March 31, 2016 by Netvudu Quote Link to comment Share on other sites More sharing options...
Farmfield Posted March 31, 2016 Share Posted March 31, 2016 Cool, I'm gonna dive into fluids again, soon, so far I covered the foundational stuff and collisions as well as FLIP interacting with other solvers, but next time I dive into it I'm gonna focus more on shaping and morphing flows - and having that in mind was the reason I asked what I asked. Oh, and on a side note, I'm not one of those people, or rather, I'm ignoring parts more than focusing on parts - so rigging, muscle, character animation are the bulk of my non-interests in Houdini, for me I'm focusing on the dynamics side for FX work, POPs, FLIP, Pyro, RBD, cloth and the procedural side for modelling and animation, like creating velocity driven rigs, fish swimming, snakes crawling, etc... It basically started as me getting into 3D again after a 10+ year hiatus to create my own assets for compositing but ended up more like reeducating myself as an FX TD - the shit you do at 45. Quote Link to comment Share on other sites More sharing options...
Netvudu Posted April 3, 2016 Share Posted April 3, 2016 Oh, and on a side note, I'm not one of those people, or rather, I'm ignoring parts more than focusing on parts - so rigging, muscle, character animation are the bulk of my non-interests in Houdini, for me I'm focusing on the dynamics side for FX work, POPs, FLIP, Pyro, RBD, cloth and the procedural side for modelling and animation, like creating velocity driven rigs, fish swimming, snakes crawling, etc... It basically started as me getting into 3D again after a 10+ year hiatus to create my own assets for compositing but ended up more like reeducating myself as an FX TD - the shit you do at 45. I never suggested you were "one of those people" As for the shit you do at 45, I wouldn´t know. I do know the shit one does at 39 almost 40, and it´s pretty darn crazy, yes Quote Link to comment Share on other sites More sharing options...
fuat Posted April 4, 2016 Share Posted April 4, 2016 fluids are directable, yes.you can control them with a velocity field which you can generate from a curve. build your curve, resample it (in the resample SOP make sure you export "tangentu"), rename "tangentu" to "v" and use these tangent-vectors as your fluid force field. you can do that with the fluid source SOP in "stamp points"-mode (or manuall in vops by doing a pointcloud lookup to ouput to a velocity field). hth fuat 1 Quote Link to comment Share on other sites More sharing options...
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