Hello guys!
i´m wondering if someone already implemented something like Realflow “Sheeter Daemon”. It is very nice to make slow-mo fluids with beautiful and stable “sheets” of liquid.
take a look on node,
http://thevault.realflow.com/-181.html [thevault.realflow.com]
and the result
https://www.youtube.com/watch?v=0yyCHKIVfEU [youtube.com]
(these example is in-house “sheeter”, but realflow have on node for this in last version)
If no one make this already, i wish to start ideas with you guys on how to do it, maybe in VOP SOP.
Of course, i wish all this with SPH solver, NOT FLIP.
but, if does exist, i don´t want to reinvent the wheel.
Found 39 posts.
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Technical Discussion » Realflow "Sheeter Daemon" HOUDINI implementation.
- Malcolm Zaloon
- 39 posts
- Offline
Technical Discussion » Constraint not following the animated object.
- Malcolm Zaloon
- 39 posts
- Offline
Hello guys.
i am animating an fractured object (bullet) with some pieces glued to ground (the botton ones), using glue networks, but the animation on groud (shakes from parent object) is not updating position of glue on DOPs, they stay at initial position, glued, but not following the ground.
i am not using pack primitives because the very convoluted way to get animated positions on DOP.
So, i need update constraint for every frame on dop? if so ,how to do it?
if you can exemplify with some .hip, will be nice.
thanks.
i try with multisolver and sop_solver, but not working. :?
i am animating an fractured object (bullet) with some pieces glued to ground (the botton ones), using glue networks, but the animation on groud (shakes from parent object) is not updating position of glue on DOPs, they stay at initial position, glued, but not following the ground.
i am not using pack primitives because the very convoluted way to get animated positions on DOP.
So, i need update constraint for every frame on dop? if so ,how to do it?
if you can exemplify with some .hip, will be nice.
thanks.
i try with multisolver and sop_solver, but not working. :?
Houdini Lounge » Sneak peek h14
- Malcolm Zaloon
- 39 posts
- Offline
rmagee
Houdini 14 Sneak Peek with Sand solver, Grooming Tools, Crowds and User Experience enhancements
https://vimeo.com/113441818 [vimeo.com]
WOW!!
THANKS!!
but i have a question…
Any improvements or new features on Mantra?
Houdini Lounge » New features in the upcoming release of Houdini
- Malcolm Zaloon
- 39 posts
- Offline
“how far are we at the moment from the little closer ???”
yeah.. 1+ for “how close now?” :roll:
yeah.. 1+ for “how close now?” :roll:
Technical Discussion » Volume with refraction, where IOR is based on density
- Malcolm Zaloon
- 39 posts
- Offline
Hello guys.
I´m thinking if it possible to render pyro smoke volumes with refraction, and get IOR based on density…
i try some combinations, but i´m stuck.
Any ideas, .hip, tuts on this?
thanks in advance!
I´m thinking if it possible to render pyro smoke volumes with refraction, and get IOR based on density…
i try some combinations, but i´m stuck.
Any ideas, .hip, tuts on this?
thanks in advance!
Technical Discussion » Advec cloth by flip motion (Flip/Cloth interaction)
- Malcolm Zaloon
- 39 posts
- Offline
Oh.. there's another problem now, the fluidforce worked, cloth reacts to fluid motion, but now i cant use the cloth as collider on fluid…
is FEM working with flip?
even if i use a trick… i re-import cloth from other SOP (with obj merge from simulated) as a collider, if i check “use deforming geo” the object deforms with “double” deformations like crazy… and if i check “ignore merge relationships”not deforms, but it not collide anymore…
may i missing something here?
is FEM working with flip?
even if i use a trick… i re-import cloth from other SOP (with obj merge from simulated) as a collider, if i check “use deforming geo” the object deforms with “double” deformations like crazy… and if i check “ignore merge relationships”not deforms, but it not collide anymore…
may i missing something here?
Technical Discussion » Advec cloth by flip motion (Flip/Cloth interaction)
- Malcolm Zaloon
- 39 posts
- Offline
Technical Discussion » Advec cloth by flip motion (Flip/Cloth interaction)
- Malcolm Zaloon
- 39 posts
- Offline
Hello guys!
Im trying to make a cloth react to flip fluid on a beach(the cloth is on ground)…making cloth sim be afected by fluid motion as forces.
the cloth (FEM) and flipsolver are on same DOP.
i turn FEEDBACK to 1 on flipsolver, but not working. (its not easy like RBD right?)
Any ideas?
Thanks in advance!
Im trying to make a cloth react to flip fluid on a beach(the cloth is on ground)…making cloth sim be afected by fluid motion as forces.
the cloth (FEM) and flipsolver are on same DOP.
i turn FEEDBACK to 1 on flipsolver, but not working. (its not easy like RBD right?)
Any ideas?
Thanks in advance!
Houdini Lounge » How to Up-res FLIP TANK sim?
- Malcolm Zaloon
- 39 posts
- Offline
Answering my own question i finally found an example of FLIP up-res.
https://vimeo.com/108888186 [vimeo.com]
but the video don´t clarify the workflow exact, just indicate a direction…
“- simulating low res
- extracting and reshaping VDBs for hires-emission and collision
- simulating hires layer of water on top of lowres”
Does anyone try this with success?
https://vimeo.com/108888186 [vimeo.com]
but the video don´t clarify the workflow exact, just indicate a direction…
“- simulating low res
- extracting and reshaping VDBs for hires-emission and collision
- simulating hires layer of water on top of lowres”
Does anyone try this with success?
Houdini Lounge » Sneak peek h14
- Malcolm Zaloon
- 39 posts
- Offline
Houdini Lounge » Sneak peek h14
- Malcolm Zaloon
- 39 posts
- Offline
Hello guys!
Any news about H14? There some sneak peek this year?
All appear more secretive this year..
Today is monday, not winners announced yet for the splash contest…
Any news about H14? There some sneak peek this year?
All appear more secretive this year..
Today is monday, not winners announced yet for the splash contest…
Technical Discussion » Help with specific liquid behaviour.
- Malcolm Zaloon
- 39 posts
- Offline
Hello guys!
I wish to make this look with houdini simulations.
i´m in a learning process, so can anyone help to achieve this?
https://www.youtube.com/watch?v=UTffTgi4ZwE [youtube.com]
and
https://www.youtube.com/watch?v=0yyCHKIVfEU [youtube.com]
what i need is a long sheets and whaterdrops on borders, all in slowmotion, like in video. very beautifull
what impress me in this realflow video, is how stable and low particle counts the sim have..
i try to play with viscosity and surface tension node, but it not working to achieve the effect.
the gas surface tension is very problematic.. and not realistic, but i do not know hot to build a better one.
so, any ideas? i do not want use just the default tools, i know this is a “custom” formula.. but is on this i really need help.
i´m not using reseeding on my tests because i will need timewarps at sop level after.
Can someone help?
some microsolver maybe? i´m stuck.
thanks in advance!
I wish to make this look with houdini simulations.
i´m in a learning process, so can anyone help to achieve this?
https://www.youtube.com/watch?v=UTffTgi4ZwE [youtube.com]
and
https://www.youtube.com/watch?v=0yyCHKIVfEU [youtube.com]
what i need is a long sheets and whaterdrops on borders, all in slowmotion, like in video. very beautifull
what impress me in this realflow video, is how stable and low particle counts the sim have..
i try to play with viscosity and surface tension node, but it not working to achieve the effect.
the gas surface tension is very problematic.. and not realistic, but i do not know hot to build a better one.
so, any ideas? i do not want use just the default tools, i know this is a “custom” formula.. but is on this i really need help.
i´m not using reseeding on my tests because i will need timewarps at sop level after.
Can someone help?
some microsolver maybe? i´m stuck.
thanks in advance!
Houdini Lounge » New features in the upcoming release of Houdini
- Malcolm Zaloon
- 39 posts
- Offline
matozembery
Hi there,
…. that it got changed to upcoming release later on).
Martin
Oh, you are not the unique to note this!! Hahaha, Hou14.. oops…Future Hou!
So, any news from Siggh about upcoming release?
Houdini Lounge » Render to file and IP at same time?
- Malcolm Zaloon
- 39 posts
- Offline
Hello!
Is it possible to Render to file and IP at same time?
as in Softimage when rendering on GUI you can save and view the rendering in progress at same time.
Thanks in advance.
Is it possible to Render to file and IP at same time?
as in Softimage when rendering on GUI you can save and view the rendering in progress at same time.
Thanks in advance.
Houdini Lounge » How to Up-res FLIP TANK sim?
- Malcolm Zaloon
- 39 posts
- Offline
Yes, because the overall behaviour of simulation change to much when i decrease particle separation, and i have a already “approved” look.
Houdini Lounge » How to Up-res FLIP TANK sim?
- Malcolm Zaloon
- 39 posts
- Offline
Hello!
When i try to apply up-res from container tools, i get a error
'NoneType' object has no attribute ‘set’
it occur even on a fresh new scene with shelf created default FLIP TANK!
on manual say it is possible to up-res flip liquids..look:
“This solver can scale a low-resolution smoke, file, or even liquid simulation into a higher-resolution container”
i´m on H13, windows…
it´s a bug?
(i already deleted HOU user folder to try fix, but has no effect on error!)
i´m trying to upres a flip liquid simulation, but i don´t know how to manually wire nodes to up-res FLIP sim.
Does anyone have a solution, or a tip to do it manually?
Thanks in advance!
When i try to apply up-res from container tools, i get a error
'NoneType' object has no attribute ‘set’
it occur even on a fresh new scene with shelf created default FLIP TANK!
on manual say it is possible to up-res flip liquids..look:
“This solver can scale a low-resolution smoke, file, or even liquid simulation into a higher-resolution container”
i´m on H13, windows…
it´s a bug?
(i already deleted HOU user folder to try fix, but has no effect on error!)
i´m trying to upres a flip liquid simulation, but i don´t know how to manually wire nodes to up-res FLIP sim.
Does anyone have a solution, or a tip to do it manually?
Thanks in advance!
Houdini Lounge » velocity and vorticity pass from FLIP surface and more. How?
- Malcolm Zaloon
- 39 posts
- Offline
Hello guys.
i´m doing some ocean splash tests, but i can´t find a proper info (updated one to H13, or h12.5 at least) or tutorial for pass creation for flips.
What i wish is to do some advanced composition on fluids like i see on demos of vimeo showing ocean passes with vorticity etc…
my questions are:
1. How can i create a fluid vorticity pass, and fluid velocity pass to help in composition?
2. How to set to use directly (vel and vorticity) in shader, with some “fade effect” too?
3. Where i create vorticity in first place? i cant find anywhere…
if all this come from cached sim, what the correct approach? How to save vorticity on cache?
can anyone help with a simple scene showing the workflow?
thanks in advance!
Malcolm.
i´m doing some ocean splash tests, but i can´t find a proper info (updated one to H13, or h12.5 at least) or tutorial for pass creation for flips.
What i wish is to do some advanced composition on fluids like i see on demos of vimeo showing ocean passes with vorticity etc…
my questions are:
1. How can i create a fluid vorticity pass, and fluid velocity pass to help in composition?
2. How to set to use directly (vel and vorticity) in shader, with some “fade effect” too?
3. Where i create vorticity in first place? i cant find anywhere…
if all this come from cached sim, what the correct approach? How to save vorticity on cache?
can anyone help with a simple scene showing the workflow?
thanks in advance!
Malcolm.
Houdini Lounge » dropping bottle and correct "vacuum simulation"
- Malcolm Zaloon
- 39 posts
- Offline
Hello guys!
I´m making a scene with a open bottle, falling, but when i simulate, the liquid inside goes up, and exits the bottle from up…
i believe this is happening because there is no “vacuum” between bottle and liquid…
there is some approach to correct simulate a open bottle dropping quickly and looks like real thing? (Liquid follow bottle because vacuum)
thanks.
attached a image of liquid sim…
Attached Thumbnails
this is the perfect example of what i want to achieve…
https://www.youtube.com/watch?v=xcE2OCjg-88 [youtube.com]
yes.. the liquid is not forming a “empty space” on bottom as in simulation, because there is “sealed” and makes vacuum i believe.
I´m making a scene with a open bottle, falling, but when i simulate, the liquid inside goes up, and exits the bottle from up…
i believe this is happening because there is no “vacuum” between bottle and liquid…
there is some approach to correct simulate a open bottle dropping quickly and looks like real thing? (Liquid follow bottle because vacuum)
thanks.
attached a image of liquid sim…
Attached Thumbnails
this is the perfect example of what i want to achieve…
https://www.youtube.com/watch?v=xcE2OCjg-88 [youtube.com]
yes.. the liquid is not forming a “empty space” on bottom as in simulation, because there is “sealed” and makes vacuum i believe.
Houdini Lounge » fill pointcloud positions "up-res" pointclouds
- Malcolm Zaloon
- 39 posts
- Offline
Hello guys!
i´m wondering how can i “up-res” my pointcloud already cached, to milions of particles, interpolating positions, and if possible on adaptive way (by area, distance) to optimize final point number.
like this…(attached)
white points are original points on SOP
red points are adaptative created based on distance and interpolated positions.
the method need be fast, the intention is up-res, so millions of points need to be created.
any ideas?
i´m wondering how can i “up-res” my pointcloud already cached, to milions of particles, interpolating positions, and if possible on adaptive way (by area, distance) to optimize final point number.
like this…(attached)
white points are original points on SOP
red points are adaptative created based on distance and interpolated positions.
the method need be fast, the intention is up-res, so millions of points need to be created.
any ideas?
Technical Discussion » Subtract collision volume from fluid surface
- Malcolm Zaloon
- 39 posts
- Offline
Hi
how to Subtract with precision the collision volumes from fluid surface using new surfacing of H13 (vdb from particle fluid)?
because booleans are so slow.
..in a compact form,“ how to emulate ”collision volumes“ port of old particle fluid surfacer?”
how to Subtract with precision the collision volumes from fluid surface using new surfacing of H13 (vdb from particle fluid)?
because booleans are so slow.
..in a compact form,“ how to emulate ”collision volumes“ port of old particle fluid surfacer?”
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