nicoladanese Posted July 11, 2017 Share Posted July 11, 2017 Hey all! I need to start an fx of a waterfall that looks like the image attached. I'd like to get ideas on how to approach it, I think there is no need of meshes but just lots of points... Quote Link to comment Share on other sites More sharing options...
Sepu Posted July 11, 2017 Share Posted July 11, 2017 You could probably get away with particle advection. You could create a fluid which is gonna give you that nice smooth feeling then use the pop advect by volumes to the particles to follow the fluid. That's one idea, you could also use FLIP and advect. Different ways to go about it. http://www.sidefx.com/docs/houdini/nodes/dop/popadvectbyvolumes Quote Link to comment Share on other sites More sharing options...
lukeiamyourfather Posted July 11, 2017 Share Posted July 11, 2017 Look for combining FLIP simulation with an air field. There was a discussion on this website some years ago about it. This video was on that thread if I recall correctly. Quote Link to comment Share on other sites More sharing options...
Sepu Posted July 11, 2017 Share Posted July 11, 2017 Actually there is 2 master classes that they talk about this check them out Quote Link to comment Share on other sites More sharing options...
nicoladanese Posted July 12, 2017 Author Share Posted July 12, 2017 great stuff! definitely something to get started thanks a lot! about advecting particles with fluid I fell into this video and reading comments is all about a low res fluid with millions of particles advected by it, motion looks very natural! I think I'm going to start with it! 1 Quote Link to comment Share on other sites More sharing options...
starlighter Posted July 21, 2017 Share Posted July 21, 2017 Launch Flowline... Quote Link to comment Share on other sites More sharing options...
TheFab552 Posted August 1, 2017 Share Posted August 1, 2017 Seljalandsfoss heh ? That's a good way to start making waterfalls in Houdini Nicola ! As Igor said, if you want enough details and proper behavior... launch FL ! hehehe I'm currently working on the exact type of setup, trying to make it flexible so it can work for large / medium and smaller scale with minor changes in the settings. Using a custom "fake airfield" as well, which, used properly, is close to the air Resistance node or Element to Element to isolate by chunk size & velocity + multiply down Vel as we used to do with Flowline. It's a bit dodgy to control but it really changes the game. Here is the video I used to create my "airfield" solver : Hope you are doing well sir Danese Fab -- 1 Quote Link to comment Share on other sites More sharing options...
marcoF Posted January 30, 2019 Share Posted January 30, 2019 Hi i was wondering if u finished youre experiment. I am interested in this as well. Cheers, Marco Quote Link to comment Share on other sites More sharing options...
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