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how to create Ink in water


alex.torn

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i saw many videos with ink in water. its looks like a smoke or something else.

But when i try to find tutorials to do it in houdini - i can't find anything interested. 

How to build from scratch this effect? Anyone know a good tutorials?

 

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13 hours ago, Diego A Grimaldi said:

Lot of great techniques here in my friend's blog

 

http://pepefx.blogspot.ca/

i can't see anything about my question there (

I do not understand at all where to start studying this issue. Is it smoke? liquid? what kind of simulation to choose to start with? smoke dissolves in the air, so it does not fit. The paint, as in my example, does not dissolve, but swirls

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I remember a tutorial talking about that on cmiVFX : https://cmivfx.com/houdini-ink-fx

Never bought, never watched, but seems like what you are looking for.

And there is this one from Entagma (you can use it as a base start, altough in their setup they use a thin layer of fluid that they reproject on a plane, to focus on the nice turbulence - but the key is to have fluids with different densities, so to answer your question, I would use FLIP, have particles with one density, and change the density for a bunch of particles that are inside a drop of ink, for example, and colored differently):

 

Edited by StepbyStepVFX
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48 minutes ago, alex.torn said:

i can't see anything about my question there (

I do not understand at all where to start studying this issue. Is it smoke? liquid? what kind of simulation to choose to start with? smoke dissolves in the air, so it does not fit. The paint, as in my example, does not dissolve, but swirls

http://pepefx.blogspot.de/2017/02/tornado-and-ink-fx-hug-la-nov-2016.html

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48 minutes ago, StepbyStepVFX said:

I remember a tutorial talking about that on cmiVFX : https://cmivfx.com/houdini-ink-fx

Never bought, never watched, but seems like what you are looking for.

And there is this one from Entagma (you can use it as a base start, altough in their setup they use a thin layer of fluid that they reproject on a plane, to focus on the nice turbulence - but the key is to have fluids with different densities, so to answer your question, I would use FLIP, have particles with one density, and change the density for a bunch of particles that are inside a drop of ink, for example, and colored differently):

 

i saw it and try to do it. you did not see my video in question? this lesson is completely different from what I want to get (

The paint gets into the water does not dissolve, but swirls and keeps with certain clouds. whole pieces without diffusion. it looks like an object and not as a cloud and in this contrast.

this effect is similar to that of a volcano explosion - when the smoke does not dissolve in the air. I tried to take the smoke and convert it to geometry - it turns out a terrible result, not even like smoke

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10 hours ago, alex.torn said:

i can't see anything about my question there (

I do not understand at all where to start studying this issue. Is it smoke? liquid? what kind of simulation to choose to start with? smoke dissolves in the air, so it does not fit. The paint, as in my example, does not dissolve, but swirls

The link Diego posted has a long blog post about that exact topic. You can even download the PDF files from the Houdini User Group Presentation in L.A along with the scene files.

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14 hours ago, Jesper Rahlff said:

The link Diego posted has a long blog post about that exact topic. You can even download the PDF files from the Houdini User Group Presentation in L.A along with the scene files.

i downloaded it. and saw many pages and i don't understand how it will help to me. i try to open and hipnc files from archive - all files not working. every time i see only black screen and black render... i'm not sure that this tutorial its a good idea for a generic users.

i need simulation that generate geometry at final. i want to use this geometry in Maya for example. now i try convert fluid smoke to polygons - but result is very bad. and i still think that using smoke for it - its wrong way. because smoke and liquid its a different things and no matter that have a similar math inside...

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On 4/26/2018 at 1:40 AM, alex.torn said:

and i still think that using smoke for it - its wrong way. because smoke and liquid its a different things and no matter that have a similar math inside...

Nope. use a pyro fx sim ( shelf tool has many good ones), then create a new geo and advect the particles with with the pryo sim.

If you are serious, I suggest you watch this one https://cmivfx.com/houdini-ink-fx

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On 02.05.2018 at 5:41 AM, stavrogin said:

 

Nope. use a pyro fx sim ( shelf tool has many good ones), then create a new geo and advect the particles with with the pryo sim.

If you are serious, I suggest you watch this one https://cmivfx.com/houdini-ink-fx

thanks, but i don't want to pay for it. and for any tutorials. but i think i use your idea about particles... 

i think question is closed. thanks for answers

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