VDB surfacing flick in slow motion
5108 6 1- fahad64
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- Enivob
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Instead of time shifting the resulting simulation you may want to simply simulate at the desired time to begin with. There is a FLIP time scale and I put together a short video tutorial on how to setup a fluid simulation to emulate the matrix “bullet time” effect.
https://vimeo.com/121376943 [vimeo.com]
https://vimeo.com/121376943 [vimeo.com]
Using Houdini Indie 20.0
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
- fahad64
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- 80 posts
- Joined: May 2014
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Enivob
Instead of time shifting the resulting simulation you may want to simply simulate at the desired time to begin with. There is a FLIP time scale and I put together a short video tutorial on how to setup a fluid simulation to emulate the matrix “bullet time” effect.
https://vimeo.com/121376943 [vimeo.com]
Holy Ghost! Thanks! There are some problems though with the sim…I will update you if I can fix those…Thanks!
- fahad64
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What I am seeing, it's a good procedure for sure to make the sim from scratch with increased timeline like for 125 FPS 1200 frames. But doing the sim in 24 or 25 fps and then stretching it with that exact sim can not be done. But for bullet time effect I will keep it in mind for sure. Thanks for the info again.
- fahad64
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I have somehow solved the prob of flickering though:
After having lots of flickering issues I started to dig inside. What I did is created a blast sop with group* and primitive group types unchecking everything then I join a pointreplicate SOP with 2> then
VDB particle fluid (limit rflection on and 0, rebuild surface off) > VDB reshape> VDB Smooth SDF> convert VDB.
It's seems working fairly well though some minor flickering is still there. I will do some original mantra render soon What I believe it's coming from Houdini display limit. Not sure though. Any suggestion would be very helpful.
The size of the mov exists limit so here is the test mov link:
https://drive.google.com/file/d/0B3K_g8jdWZtuS0s0bkxUNEg4cHc/view?usp=sharing [drive.google.com]
After having lots of flickering issues I started to dig inside. What I did is created a blast sop with group* and primitive group types unchecking everything then I join a pointreplicate SOP with 2> then
VDB particle fluid (limit rflection on and 0, rebuild surface off) > VDB reshape> VDB Smooth SDF> convert VDB.
It's seems working fairly well though some minor flickering is still there. I will do some original mantra render soon What I believe it's coming from Houdini display limit. Not sure though. Any suggestion would be very helpful.
The size of the mov exists limit so here is the test mov link:
https://drive.google.com/file/d/0B3K_g8jdWZtuS0s0bkxUNEg4cHc/view?usp=sharing [drive.google.com]
- Enivob
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Ben Watts had a tip from this forum to remove conversion flickering. Turn off Rebuild SDF for the VDB convert.
Check out his Fallen Angel tutorial.
https://vimeo.com/122217238 [vimeo.com]
Check out his Fallen Angel tutorial.
https://vimeo.com/122217238 [vimeo.com]
Using Houdini Indie 20.0
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
- fahad64
- Member
- 80 posts
- Joined: May 2014
- Offline
Enivob
Ben Watts had a tip from this forum to remove conversion flickering. Turn off Rebuild SDF for the VDB convert.
Check out his Fallen Angel tutorial.
https://vimeo.com/122217238 [vimeo.com]
Nice! he did exactly what I have done… It was a real challenge….Thanks again for the help..
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