joelnberg
2013年2月27日 13:37:31
Hi, where would i put the expression $NPT*10 to increase my splash particles?
Thanks
Cyzor
2013年3月16日 20:23:28
If you're using the newer FLIP fluid method to build your simulation, you might have more flexibility by adjusting volume motion and collision settings. Extending each particle's lifespan could also provide more opportunity for more dramatic splashing.
http://www.sidefx.com/docs/houdini12.5/dyno/liquids [
sidefx.com]
joelnberg
2013年3月19日 00:27:45
Thanks for the help, im following the Waterfall tutorial and have some great results. I also have another problem of having incredibly long render times for the splash particles with motion blur! It is over 2 hours a frame for only 11mil particles with motion blur, and without it is quick. I don't know how to optimize any more than I have already. I set the motion factor up a lot and raytrace ect is at 2, doesnt seem to help much, any ideas?!
hanton
2013年7月18日 09:24:02
render the splash as a separate pass without motion blur and cheat the motion blur in Nuke or After Effect

this example may help:
http://www.sidefx.com/docs/houdini12.5/examples/nodes/out/ifd/MotionVector [
sidefx.com]