Teteerck Posted July 12, 2023 Share Posted July 12, 2023 Hello everyone!! I've been trying to make an object slowly drip fluids but I haven't been able to achieve it yet T_T+ Found this simulation made in blender and I'm trying to replicate it in Houdini but my liquid just go all the way down without those little drips. Any suggestions on how could I make something similar to this? Thank you in advance for any help! Quote Link to comment Share on other sites More sharing options...
Librarian Posted July 12, 2023 Share Posted July 12, 2023 @Teteerck Please tweak and adjust .Have Fun. dripo.hiplc Quote Link to comment Share on other sites More sharing options...
Teteerck Posted July 12, 2023 Author Share Posted July 12, 2023 Thank you!! from the thumbnail doesn't look very close to the monkey in the OP hehehe but I'll for sure study it! thank you so much for the help. I was able to make replicate it with older versions of blender with the old fluid engine. just trying to see if I can get any clue in blender that could help me translate it into Houdini. This is blender 2.79, very easy to set up. how the fluid stays up and just some drops slowly goes down. ç But trying to do the same in blender 3 or Houdini I get something like this hahaha Quote Link to comment Share on other sites More sharing options...
Atom Posted July 12, 2023 Share Posted July 12, 2023 (edited) I think I might start off with something like this. I've enabled viscosity and surface tension, so there is interplay between the surface tension and the fluid density. It plays a strong roll in shaping the look, so adjust those parameters first. Aging is enabled to remove particles from the scene over time. The darker particles have less viscosity and move quicker than the brighter ones. Because of the surface tension, some bright ones are pulled along. Viscosity is randomized based on @id, and then customized using a ramp. You could always stagger activation using a modulus, but here a continuous emission is shown. You'd have to dial in the effect based on the surface you supply. ap_flip_random_viscosity_drip.hiplc Edited July 12, 2023 by Atom 1 Quote Link to comment Share on other sites More sharing options...
Teteerck Posted July 13, 2023 Author Share Posted July 13, 2023 Thank you so much for the help!! That looks great! :O I'll definitely try to tweak it. I'm kinda amazed that I thought this was going to be like ULTRA simple to do like it sounds like just "an object dripping" but there's practically no examples or references/tutorials online of something like this. and that old blender can make it really quick!!! I tried making the sim in blender 2.81 and it's decent I dont have much control over it but it's decent. tried importing that into Houdini to convert to volume and add a make loop node in there. almost worked but not quite so that's why I thought ok I gotta do this entirely in Houdini. but wow I really thought was going to be more straightforward hahaha Any other suggestions would be greatly welcome, it's amazing what you can learn with files from people here hehehe Quote Link to comment Share on other sites More sharing options...
Librarian Posted July 13, 2023 Share Posted July 13, 2023 @Teteerck Beauty of Houdini its that you have multiple ways to do any effects, so maybe therefor people its a little bit confused and not focused on simplicity . don't know . Quote Link to comment Share on other sites More sharing options...
Librarian Posted July 13, 2023 Share Posted July 13, 2023 @Teteerck or you can use in dopnet with sop scalar field 2 gasfieldwrangle vector grad = normalize(volumegradient(0,'surface',@P)); if(dot(grad,{0,-1,0})>0.8 && @surface < 0.1*noise(10*@P)) @surface -= 0.1 *noise(30*@P); @surface = lerp(@surface , volumesmoothsample(0,'surface',@P),0.05); 1 Quote Link to comment Share on other sites More sharing options...
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