Found 6 posts.
Search results Show results as topic list.
Technical Discussion » [Solved] Drastic FLIP volume change with feedback on rigid bodies
- anon_user_31333956
- 6 posts
- Offline
Funny, I have encountered the exact same problem. Sorry that I am not able to provide you any answers, but I will monitor the responses to this thread closely.
Houdini Indie and Apprentice » Trying to recreate a flak explosion effect
- anon_user_31333956
- 6 posts
- Offline
Hello,
currently struggling with creating a flak explosion effect.
Problem is, it has to be in very slow motion and therefor quite convincing.
The reference you can find is very sparse, but something like this gentleman created would be more than enough.
https://vimeo.com/44600953 [vimeo.com]
I have my explosion and materials all set, but struggling with implementing the “spikiness”.
I think the best solution would be to implement a particle motion inside the explosion that quickly throws particles out, displacing the explosion and smoke afterwards.
I need help with the technical realization.
How can I modify my particle sim to match a “spikeball” with maybe some noise?
How can I modify my pyro sim with that data, “displacing” the fire?
I know it's quite specific, but any help would be welcome.
currently struggling with creating a flak explosion effect.
Problem is, it has to be in very slow motion and therefor quite convincing.
The reference you can find is very sparse, but something like this gentleman created would be more than enough.
https://vimeo.com/44600953 [vimeo.com]
I have my explosion and materials all set, but struggling with implementing the “spikiness”.
I think the best solution would be to implement a particle motion inside the explosion that quickly throws particles out, displacing the explosion and smoke afterwards.
I need help with the technical realization.
How can I modify my particle sim to match a “spikeball” with maybe some noise?
How can I modify my pyro sim with that data, “displacing” the fire?
I know it's quite specific, but any help would be welcome.
Houdini Indie and Apprentice » Deforming Collision Object
- anon_user_31333956
- 6 posts
- Offline
Hello,
I am still an absolute rookie with Houdini. So much of a beginner, that I don't even know which tutorials I should consider for learning this stuff. Maybe you can help me.
I am attempting a scene where a planeseat hits a shallow watertank.
What I need the seat to do is stop when it hits the ground. If it could deform the ground object so that the water sim could flow in there, that would be even better.
I understand that it might be impossible to provide a solution right here due to the complexity of the program, but I would appreciate pointers towards related tutorials as well.
Thanks for your help.
I am still an absolute rookie with Houdini. So much of a beginner, that I don't even know which tutorials I should consider for learning this stuff. Maybe you can help me.
I am attempting a scene where a planeseat hits a shallow watertank.
What I need the seat to do is stop when it hits the ground. If it could deform the ground object so that the water sim could flow in there, that would be even better.
I understand that it might be impossible to provide a solution right here due to the complexity of the program, but I would appreciate pointers towards related tutorials as well.
Thanks for your help.
Houdini Indie and Apprentice » Avoid FLIP Sim changing behaviour when using lower particle seperation
- anon_user_31333956
- 6 posts
- Offline
Hello,
I am currently doing some RnD for a sim I have to do.
I will have a complex object falling down into shallow ocean water.
For this, I built a simple scene with a platonic object falling in a shallow fliptank with a plane underneath for collision. Here is the node layout of my AutoDopNetwork, to see the setup:
This is how frame 30 (shortly after splashown) looks with 0.03 particle seperation (2.2mil particles)
It's good and fundamentally what I need. But I want quite a bit more detail, I did some testing and my rig is able to bake 40-50mil particles overnight.
And this is how frame 30 looks with 0.015 (16.5mil particles)
Not that those are both Full surface polygon visualisations.
As you can see, I get more detail but it is already splashing down way less deep into the water which results in less particles being splashed up. If I go to a more final seperation value of 0.01 the object barely even penetrates the surface, even starts to bounce.
I already read in the documentation that fluid density is based on particle seperation. That makes sense, but how do I conter this? Do I just turn up the mass of my rigid body object? That value is already at 50000 and I don't think that is the right approach.
One workaround might be to crank up whitewater emission count to mask the lowres water sim a bit more, but I am looking for a proper approach.
I am currently doing some RnD for a sim I have to do.
I will have a complex object falling down into shallow ocean water.
For this, I built a simple scene with a platonic object falling in a shallow fliptank with a plane underneath for collision. Here is the node layout of my AutoDopNetwork, to see the setup:
This is how frame 30 (shortly after splashown) looks with 0.03 particle seperation (2.2mil particles)
It's good and fundamentally what I need. But I want quite a bit more detail, I did some testing and my rig is able to bake 40-50mil particles overnight.
And this is how frame 30 looks with 0.015 (16.5mil particles)
Not that those are both Full surface polygon visualisations.
As you can see, I get more detail but it is already splashing down way less deep into the water which results in less particles being splashed up. If I go to a more final seperation value of 0.01 the object barely even penetrates the surface, even starts to bounce.
I already read in the documentation that fluid density is based on particle seperation. That makes sense, but how do I conter this? Do I just turn up the mass of my rigid body object? That value is already at 50000 and I don't think that is the right approach.
One workaround might be to crank up whitewater emission count to mask the lowres water sim a bit more, but I am looking for a proper approach.
Edited by anon_user_31333956 - Feb. 7, 2017 10:45:13
Houdini Indie and Apprentice » No Render progress bar + Passes not saving
- anon_user_31333956
- 6 posts
- Offline
Enivob
You don't see a progress bar popup unless you are rendering a frame range. .PNG is not the best output for Mantra, most people use OpenEXR, TIFF or TGA.
Can you post a scene with your Mantra node in it?
Well, upon rendering a frame range I got every info I need.
I'll also apply your image format tip, thanks for helping a newbie!
Houdini Indie and Apprentice » No Render progress bar + Passes not saving
- anon_user_31333956
- 6 posts
- Offline
Hello,
I am very new to Houdini (2 days) but trying to learn as much as possible.
I'm beginning to understand Mantras rendering workflow, but what I don't understand is:
When I hit “Render to Disk”, I get no feedback from Houdini at all. All I get is a growing .png on my disk.
I looked around but there is not much online about such trivial things.
I also got Verbose Level up to 5 and “Alfred Style Progress” ON.
The other problem is, that it does not save any render passes (I need Direct/Indirect Lighting).
The “Extract Image Planes” is checked and it should infer from filename.
My Filename is “PROJECT_Layer.$F.png”
Am I missing something?
Thanks so much for any help!
I am very new to Houdini (2 days) but trying to learn as much as possible.
I'm beginning to understand Mantras rendering workflow, but what I don't understand is:
When I hit “Render to Disk”, I get no feedback from Houdini at all. All I get is a growing .png on my disk.
I looked around but there is not much online about such trivial things.
I also got Verbose Level up to 5 and “Alfred Style Progress” ON.
The other problem is, that it does not save any render passes (I need Direct/Indirect Lighting).
The “Extract Image Planes” is checked and it should infer from filename.
My Filename is “PROJECT_Layer.$F.png”
Am I missing something?
Thanks so much for any help!
-
- Quick Links