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Melting effect


AlejandroToV

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Hello,

First time posting, I'm new to the world of Houdini and still trying to get my head around it all. 

Currently working on this effect as part of a university project.

Looking for any feedback available and some advice on specifics if possible. 

I would like to break up the melting effect  to make it look less like a water fall, maybe slow falling stringy droplets (if possible)

I would also like to generally slow down the sim (currently trying this by changing the time step attribute on my POP VOP)

thank you all in advanced. 

(I'm new to the forum so I apologise if I'm posting this in the wrong place )

 

Melting_Rabbit.hipnc

bunny.obj

Edited by AlejandroToV
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Don't have the bunny geo so, can't really add to your file because it is erroring out.

If you want to do this as a flip sim, I would look into doing some variable viscosity. Here are some forum posts to put you in the right direction:

https://www.sidefx.com/forum/topic/31114/

https://www.sidefx.com/forum/topic/31574/

http://forums.odforce.net/topic/21855-viscosity-by-attribute-how/

http://forums.odforce.net/topic/23904-melting-flip/

Also in the help, you have an example for variable viscosity. Since these are particles you are dealing with, you could try and get some tendrils using POP nodes and plug them into the particle velocity input of your flip solver (2nd input).
 

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26 minutes ago, rbowden said:

Don't have the bunny geo so, can't really add to your file because it is erroring out.

If you want to do this as a flip sim, I would look into doing some variable viscosity. Here are some forum posts to put you in the right direction:

https://www.sidefx.com/forum/topic/31114/

https://www.sidefx.com/forum/topic/31574/

http://forums.odforce.net/topic/21855-viscosity-by-attribute-how/

http://forums.odforce.net/topic/23904-melting-flip/

Also in the help, you have an example for variable viscosity. Since these are particles you are dealing with, you could try and get some tendrils using POP nodes and plug them into the particle velocity input of your flip solver (2nd input).
 

Thank you! I'll have a good look through these posts and the examples in the help.

As for getting the tendrils using POPs, how would I go about doing that? Or where could I look to find out more? I'm quite new to effects so I'm not very brushed up on particle logic. 

Also, uploaded the geo :) 

Thanks again for the help!

Edited by AlejandroToV
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