After trying hard to get things to work with vbdfromparticlefluid for the past couple weeks I've had my heart broken with jittery unstable meshes too many times, I've returned to using particlefluidsurface. Not as hip, or sexy, not as customizable, but she gets the job done.
I know others have experienced similar problems, I wonder if VDB at this stage may be more suited to meshing fluid tanks, I'm working with FLIP fluid droplets and splashes.
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Technical Discussion » I wanted to love you VDB fluid meshing, but...
- AndyW
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Technical Discussion » FLIP sim for quick feedback
- AndyW
- 336 posts
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Very cool idea using a lower-res sim in to drive the high res. Are you writing it out as points and bringing it back input as a particle field into a flip fluid object?
Technical Discussion » FLIP sim for quick feedback
- AndyW
- 336 posts
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I'd love to hear how you folks go about setting up FLIP sims for quick lo-res feedback prior to cooking the real deal. Changing the particle separation affects the behavior of the sim drastically, I realize this is the nature of the beast. Any workflow tips you guys have found that work well I'd love to hear
thanks!
-a
thanks!
-a
Technical Discussion » viscous paint FLIP fluids and slo-mo
- AndyW
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First off, I'd like to say how helpful this forum has been in my transition from Maya to Houdini, you guys are the awesomest.
I'm doing some work with stringy, viscous paint fluids and I'd love to hear any tips and advice on achieving that bulbous, Jackson Pollock look. Tweaking the viscosity attribute alone doesn't seem to give me the effect I'm looking for, might be a job for a microsolver?
Also, any examples on workflow to slow down the sim, sort of bullet-time effects would be great. In RealFlow there's a cache sim post-process that creates intermediate frames, I'm wondering if there's a similar thing in Houdini. Much apreesh!
I'm doing some work with stringy, viscous paint fluids and I'd love to hear any tips and advice on achieving that bulbous, Jackson Pollock look. Tweaking the viscosity attribute alone doesn't seem to give me the effect I'm looking for, might be a job for a microsolver?
Also, any examples on workflow to slow down the sim, sort of bullet-time effects would be great. In RealFlow there's a cache sim post-process that creates intermediate frames, I'm wondering if there's a similar thing in Houdini. Much apreesh!
Technical Discussion » point rotations in VOPS
- AndyW
- 336 posts
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Technical Discussion » point rotations in VOPS
- AndyW
- 336 posts
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In the example I've posted I'm using points to translate a list of objects with VOPSOP, but I'm hitting a brick wall with scale and rotation and I know it has to do with my unfamiliarity with the transform matrix VEX node. I'm adding random values per-point with an attribute create, any help is much apreesh
Technical Discussion » drive SOP geometry transforms with particles
- AndyW
- 336 posts
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In this scenario, how would I take something like age to control SOP scale? In the past I've used VOPSOPs to map age to Cd which works great with copy stamping to control geometry scale for instance, but I'm at a loss at the moment on how this would be done purely with VOPSOP
Technical Discussion » microsolvers and FLIP fluids
- AndyW
- 336 posts
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Technical Discussion » microsolvers and FLIP fluids
- AndyW
- 336 posts
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Which brings up my next question, is it possible to mix colors with with FLIP fluid objects, like swirling paint. again, I've seen examples with particle fluid objects but not with FLIP
Technical Discussion » microsolvers and FLIP fluids
- AndyW
- 336 posts
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Technical Discussion » microsolvers and FLIP fluids
- AndyW
- 336 posts
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I'm looking for examples of using microsolvers like Gas Adjust Elasticity with FLIP fluid solvers, is that a no go? All the examples I've seen use particle fluid solvers
Technical Discussion » drive SOP geometry transforms with particles
- AndyW
- 336 posts
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Technical Discussion » drive SOP geometry transforms with particles
- AndyW
- 336 posts
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Technical Discussion » drive SOP geometry transforms with particles
- AndyW
- 336 posts
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Something I've done in Maya by emitting particles at the center point of a list of objects then using that particle to drive their transforms with per-particle expressions, any tips on how this is done in Houdini would be great. Thanks!
Technical Discussion » randomized instance objects in VEX or VOP SOP
- AndyW
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Technical Discussion » randomized instance objects in VEX or VOP SOP
- AndyW
- 336 posts
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Hi folks, I'm new to Houdini so please bear with. I'm trying to figure out how to instance multiple objects to a particle system using a random expression. I've built a particle system inside a geometry context using VOP SOPs and a POPNET.
In Maya I would make a custom integer attribute and convert the object name string in an expression with the particle ID as the seed, I've seen similar examples on how to do this in Houdini, none of which work at the POPNET level. I'm guessing there's a way to do this with a VOP SOP or a VEX expression on an instance node.
Thanks!
In Maya I would make a custom integer attribute and convert the object name string in an expression with the particle ID as the seed, I've seen similar examples on how to do this in Houdini, none of which work at the POPNET level. I'm guessing there's a way to do this with a VOP SOP or a VEX expression on an instance node.
Thanks!
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