Andrew Furlong

Andrew Furlong

About Me

I'm a Los Angeles based FX Supervisor
EXPERTISE
CG Supervisor
INDUSTRY
Film/TV

Connect

LOCATION
Los Angeles, United States
WEBSITE

Houdini Skills

ADVANCED
Procedural Modeling  | Cloth  | Mantra  | Pyro FX  | Fluids  | Destruction FX  | VEX
INTERMEDIATE
Animation  | Hair & Fur
BEGINNER
Character Rigging  | Crowds

Availability

I am currently employed at Crafty Apes VFX

Recent Forum Posts

How to set aerodynamic drag for Vellum fluid? April 20, 2024, 2:49 a.m.

yeah, for vellum fluid, I crank on pop drag force. Especially when I wanna accentuate the effect of viscous fluids... Which vellum handles so effortlessly I might add!!!

Vellum Fluid OpenCL error (solved) April 19, 2024, 9:24 p.m.

I'm trying to cache a fairly simple vellum fluid sim, and my cache stops prematurely and when I go into the DOPnet to ascertain the issue, I see the following error...


Error
vellumobject1 - /obj/JP_rippleSim/dopnet1/vellumsolver1/graph_color_constraints: Error: Invalid source /obj/JP_rippleSim/dopnet1/vellumsolver1/graph_color_constraints/geometry.
(Error: vellumobject1 - /obj/JP_rippleSim/dopnet1/vellumsolver1/ocl_neighborsearch_fluid: Error: /obj/JP_rippleSim/dopnet1/vellumsolver1/ocl_neighborsearch_fluid/neighborsearchcl1: NaN detected in particle position.).

I have an nVidia RTX 4090 Driver 551.86

Houdini Indie 20.0.672

This is for a deadline, and I'd really love to fix this because vellum fluids are awesome, and the only solution I can think of to get this delivered.

**SOLVED**
updated to the latest nvidia driver, there was one this week.

Vellum Fluid Collision object issues Oct. 3, 2023, 3:51 p.m.

Hello all!

Using vellum fluids to sim some blood (super amazing solver), however, I've noticed that vellum uses surface based collision detection vs. volume based. If I birth fluid on a moving object, after it's initial velocity inheritance, it doesn't seem to inherit the velocity of the collision object. I end up having to create a popwrangle that transfers velocity from the closest surface, which doesn't seem as intuitive as say, flip, where it'll automatically grab the collision object's velocity. Is this the case? Or is there a phantom function somewhere I'm not seeing?