Good evening,
Here's one of my R&D tests about Flip fluids in new Houdini release.
//Some tec info
Flip Particles:about 12 mil
Mesh Polys: about 4 mil poly
Sim time: 4 Hours
Frames: about 300
Machine specs: I7, 8 GB Ram
//
hope you'll like it,
Mirco
Here's the video
http://vimeo.com/39265315 [vimeo.com]
Found 22 posts.
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Work in Progress » Water Mill / Houdini Fluids
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- Mirco_Paolini_VFX
- 23 posts
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Technical Discussion » Houdini Thesys...And Fluent
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- Mirco_Paolini_VFX
- 23 posts
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Hi all,
I'm working on my gradutation Thesys in witch I'll make some liquid simulation comparison between Fluent and Houdini. I'll attach a pdf in wich is described a liquid
simulation made with Fluent…I can't achieve that setup to have the similar results in Houdini:The shape that assumes the liquid in the simulation step illustrated in
the pdf…Can someone help me to achieve that correct setup?many thanks… I've tried both sph and grid based fluid.
I'm working on my gradutation Thesys in witch I'll make some liquid simulation comparison between Fluent and Houdini. I'll attach a pdf in wich is described a liquid
simulation made with Fluent…I can't achieve that setup to have the similar results in Houdini:The shape that assumes the liquid in the simulation step illustrated in
the pdf…Can someone help me to achieve that correct setup?many thanks… I've tried both sph and grid based fluid.
Work in Progress » Liquid Controlled Fire
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- Mirco_Paolini_VFX
- 23 posts
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Hi,
here's another of my studies.
This time a PyroFx effects controlled by a secondary liquid simulation.
Hope you enjoy,
http://www.vimeo.com/18212851 [vimeo.com]
here's another of my studies.
This time a PyroFx effects controlled by a secondary liquid simulation.
Hope you enjoy,
http://www.vimeo.com/18212851 [vimeo.com]
Work in Progress » Parting Red Sea
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- Mirco_Paolini_VFX
- 23 posts
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Update:
Added some noise variations to get a more organic and interesting shaping.
Putting some environment.
http://www.vimeo.com/18169527 [vimeo.com]
Added some noise variations to get a more organic and interesting shaping.
Putting some environment.
http://www.vimeo.com/18169527 [vimeo.com]
Work in Progress » Parting Red Sea
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- Mirco_Paolini_VFX
- 23 posts
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I am participating to the last CGTALK FX contest and I've choosen to make a tribute to Ten commandments movie.
It's only an inspiration for the general fluidi Dynamics and this is my first wip,
Starting to discover a method of my interpretation to divide the ocean.
I'll have to have to add some noise at this step.
http://www.vimeo.com/18124338 [vimeo.com]
C & C are glad!
It's only an inspiration for the general fluidi Dynamics and this is my first wip,
Starting to discover a method of my interpretation to divide the ocean.
I'll have to have to add some noise at this step.
http://www.vimeo.com/18124338 [vimeo.com]
C & C are glad!
Work in Progress » Procedural Tubes
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- Mirco_Paolini_VFX
- 23 posts
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Work in Progress » Flood through the mountains
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- Mirco_Paolini_VFX
- 23 posts
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Hi,
Here's a R&D simulation that I would insert in my future VFX reel,
8 mil flip particles, 300.000 particles secondary splashes and 8 hours of calulation(sim+meshing once)
I simmed at 120 FPS and rescale later to 25 FBS to give the correct scale look.
http://www.vimeo.com/17837109 [vimeo.com]
Here's a R&D simulation that I would insert in my future VFX reel,
8 mil flip particles, 300.000 particles secondary splashes and 8 hours of calulation(sim+meshing once)
I simmed at 120 FPS and rescale later to 25 FBS to give the correct scale look.
http://www.vimeo.com/17837109 [vimeo.com]
Technical Discussion » Debris from breakable object
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- Mirco_Paolini_VFX
- 23 posts
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Yes Jeff,that's what I mean, thank you for your workflow suggestion.
Thank also to Jean and Johner :wink:

Thank also to Jean and Johner :wink:
Work in Progress » FireBomb
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- Mirco_Paolini_VFX
- 23 posts
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Finally I've finished the simulation!
Here's the final version composited
http://www.vimeo.com/17415668 [vimeo.com]
Hope you'll like it!
Here's the final version composited
http://www.vimeo.com/17415668 [vimeo.com]
Hope you'll like it!
Work in Progress » 18 Mil Particles Flip Solver test
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- Mirco_Paolini_VFX
- 23 posts
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Hi Claudio, I see that you have and Italian name,I'm Italian too! :-)
I use apprentice version and I didn't output any .sim files cause my disk space is limited at this time so I can't tell you if I can simulate it writing out .sim… sorry.
And I've done my meshing test at simulation time but I've been only capable to mesh only about 100 frames.
The total particles number (18 Mil) are only around the frame number 88,not from the start! By the way I use stream emission 0.02 and a very large emitter(about 15 * 8 ).
I see that you have 10 GB RAM, try to increase it,I've 24, you'll see the difference!
I use apprentice version and I didn't output any .sim files cause my disk space is limited at this time so I can't tell you if I can simulate it writing out .sim… sorry.
And I've done my meshing test at simulation time but I've been only capable to mesh only about 100 frames.
The total particles number (18 Mil) are only around the frame number 88,not from the start! By the way I use stream emission 0.02 and a very large emitter(about 15 * 8 ).
I see that you have 10 GB RAM, try to increase it,I've 24, you'll see the difference!
Technical Discussion » Debris from breakable object
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- Mirco_Paolini_VFX
- 23 posts
- Offline
Hi all,
I'm trying to emit debris from a RBD automatic breakable object with no success. I can emit debris from manual fractured object but no with the new “make breakable” tools…
Any suggestions?
Thanks in advance
I'm trying to emit debris from a RBD automatic breakable object with no success. I can emit debris from manual fractured object but no with the new “make breakable” tools…
Any suggestions?
Thanks in advance
Work in Progress » 18 Mil Particles Flip Solver test
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- Mirco_Paolini_VFX
- 23 posts
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Thanks Jeff! I really appreciated your suggestions about this work.
I'm using a prebuilt stream emitting source and I set the particle separation to 0.03.
:wink:
I'm using a prebuilt stream emitting source and I set the particle separation to 0.03.
:wink:
Work in Progress » 18 Mil Particles Flip Solver test
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- Mirco_Paolini_VFX
- 23 posts
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Thanks!
I think it's possibile,but the main core to reach high sim resolution it's the ram!
mzigaib
Amazing!!!
Would be possible to make a sim like this in a farm?
I think it's possibile,but the main core to reach high sim resolution it's the ram!
Work in Progress » 18 Mil Particles Flip Solver test
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- Mirco_Paolini_VFX
- 23 posts
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Hi, :wink:
I'm testing the new amazing flip solver and this is my first try:
Simmed Particles: about 18.000.000
Sim Time: 10 hours
on
Mac Pro(2008)
Ram: 24 GB
Hope you enjoy,
Bye
http://www.vimeo.com/17133110 [vimeo.com]
I'm testing the new amazing flip solver and this is my first try:
Simmed Particles: about 18.000.000
Sim Time: 10 hours
on
Mac Pro(2008)
Ram: 24 GB
Hope you enjoy,
Bye
http://www.vimeo.com/17133110 [vimeo.com]
Work in Progress » FireBomb
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- Mirco_Paolini_VFX
- 23 posts
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Technical Discussion » Writing out .sim files benefits
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- Mirco_Paolini_VFX
- 23 posts
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That's absolutely a great suggestion!
Thank you very much for your detailed reply Dean,it will really help me!
Thank you very much for your detailed reply Dean,it will really help me!
Work in Progress » FireBomb
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- Mirco_Paolini_VFX
- 23 posts
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Here's a new rendering!
I've optimized the general rendering time with depth shadows:
And I've raised up the container resolution(550)
Sim time: 8 hours
Rendering time: 2 hours
http://www.vimeo.com/17022753 [vimeo.com]
I've optimized the general rendering time with depth shadows:
And I've raised up the container resolution(550)
Sim time: 8 hours
Rendering time: 2 hours
http://www.vimeo.com/17022753 [vimeo.com]
Work in Progress » FireBomb
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- Mirco_Paolini_VFX
- 23 posts
- Offline
Technical Discussion » Writing out .sim files benefits
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- Mirco_Paolini_VFX
- 23 posts
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Hi all,
During my work on my firebomb shot ( http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21083 [sidefx.com] ),
but generally,
in every Heavy simulation I'm working on (Expecially fluids) I don't notice the advantages on writing out simulation
files at the end of AutoDopNetwork. It seems that the time to read the simulation from disk is greater or very simular
to the time to simulate! Any suggestions or workaround?
thanks in advance
During my work on my firebomb shot ( http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21083 [sidefx.com] ),
but generally,
in every Heavy simulation I'm working on (Expecially fluids) I don't notice the advantages on writing out simulation
files at the end of AutoDopNetwork. It seems that the time to read the simulation from disk is greater or very simular
to the time to simulate! Any suggestions or workaround?
thanks in advance
Work in Progress » FireBomb
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- Mirco_Paolini_VFX
- 23 posts
- Offline
Here's a new simulation/rendering test.
Upres container resolution: 300
Sim/rendering time: 48 h
http://www.vimeo.com/16918059 [vimeo.com]
Upres container resolution: 300
Sim/rendering time: 48 h
http://www.vimeo.com/16918059 [vimeo.com]
Edited by - Nov. 17, 2010 04:06:35
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