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Technical Discussion » Fluid densities
- aaryanguna
- 27 posts
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Hi..Thanks for your reply,that helped me. Also, I found a file named variableviscosity in the Houdini example files folder. That helped me as well.
Technical Discussion » Beer Foam Simulation
- aaryanguna
- 27 posts
- Offline
Hello everyone,
I am creating a beer simulation fx.Please find the attachments.
I used two emitters, one to emit beer (with higher density) and another emitter from the base of the glass to emit foam (with much lower density).
As the beer hits the base of the glass, it pushes the foam to go higher and stay on top.
I have two issues,
a) I use a thick collision proxy volume to avoid the leakage of flip particles.But, towards the end I want the beer to fill and spill along the surface outside.How to achieve this? If I reduce the thickness the flip particles tend to leak and there is volume loss as well.
B)I have applied velocity to push the foam particles upwards,but It doesn’t have any impact. As of now the foam particles move upwards because of the velocity created by the beer particles.I want the foam particles to move upwards by applying some external force so that more foam forms on top.How to achieve this?
Any help?
Thanks in advance..
I am creating a beer simulation fx.Please find the attachments.
I used two emitters, one to emit beer (with higher density) and another emitter from the base of the glass to emit foam (with much lower density).
As the beer hits the base of the glass, it pushes the foam to go higher and stay on top.
I have two issues,
a) I use a thick collision proxy volume to avoid the leakage of flip particles.But, towards the end I want the beer to fill and spill along the surface outside.How to achieve this? If I reduce the thickness the flip particles tend to leak and there is volume loss as well.
B)I have applied velocity to push the foam particles upwards,but It doesn’t have any impact. As of now the foam particles move upwards because of the velocity created by the beer particles.I want the foam particles to move upwards by applying some external force so that more foam forms on top.How to achieve this?
Any help?
Thanks in advance..
Attachment Not Found
Attachment Not Found
Edited by aaryanguna - Jan. 10, 2018 07:30:08
Technical Discussion » Fluid densities
- aaryanguna
- 27 posts
- Offline
Hello,
This may be a simple question and I am new to Houdini.
I would like to mix two liquids with varying densities so that the lesser density liquid comes on top of the higher density liquid, like the foam that comes over the beer when poured into a glass.
My question is how do I set the density values for the two liquids individually?
Thanks
This may be a simple question and I am new to Houdini.
I would like to mix two liquids with varying densities so that the lesser density liquid comes on top of the higher density liquid, like the foam that comes over the beer when poured into a glass.
My question is how do I set the density values for the two liquids individually?
Thanks
Technical Discussion » krakatoa style rendering
- aaryanguna
- 27 posts
- Offline
I tried your tips,but dint notice much change from my previous render. It's pretty much the same.
Technical Discussion » krakatoa style rendering
- aaryanguna
- 27 posts
- Offline
Thanks for your reply. Is it possible for you to upload an example file?I am new to houdini.
Technical Discussion » krakatoa style rendering
- aaryanguna
- 27 posts
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I am trying to create a nebula fx,some thing like this
.
Does anyone know how to render houdini particles like krakatoa does?
Tried a glow shader but doesnt work for me.
Thanks in advance!
Does anyone know how to render houdini particles like krakatoa does?
Tried a glow shader but doesnt work for me.
Thanks in advance!
Technical Discussion » Constant Particle point number
- aaryanguna
- 27 posts
- Offline
Hi,
I am trying to create a trail of smoke for an explosion.
I am emitting smoke form a spray painted sphere which is copied on to the particles.
The particles are emitted from a sphere along its normal.Its velocity is mapped to the varying normal length of the sphere.
The issue is that the point number of the particles changes after a particle dies.
Say there are two points emitted, A and B .There point numbers are 0 and 1 respectively. A(0) emitted first and then B(1).
After A(0) dies the point number of A is shifted to B(0).
I assume because of this Shift in point number the smoke sort of jumps from point 0 to 1 .The emission during this jump time creates a line of smoke.
any help regarding this is much appreciated.
please refer to the images.
Also I have attached the hip file. please check.Thank you.
I am trying to create a trail of smoke for an explosion.
I am emitting smoke form a spray painted sphere which is copied on to the particles.
The particles are emitted from a sphere along its normal.Its velocity is mapped to the varying normal length of the sphere.
The issue is that the point number of the particles changes after a particle dies.
Say there are two points emitted, A and B .There point numbers are 0 and 1 respectively. A(0) emitted first and then B(1).
After A(0) dies the point number of A is shifted to B(0).
I assume because of this Shift in point number the smoke sort of jumps from point 0 to 1 .The emission during this jump time creates a line of smoke.
any help regarding this is much appreciated.
please refer to the images.
Also I have attached the hip file. please check.Thank you.
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