Igor Zanic


About Me



My Talks

obj-image Worldwide HUG
H19.5 SOP FLIP Fluids for Film/TV

Recent Forum Posts

Ocean and Karma Feb. 24, 2022, 7:17 a.m.

I did free tutorials on Karma Water FX render
So everything from Mantra we transfer to Karma, you also have example scene files. So maybe this can help

video]https://www.youtube.com/watch?v=NN0SbcReOek [www.youtube.com]

Houdini 16.5 - Fluid NarrowBand simulation Dec. 19, 2017, 5:24 p.m.

Esteban Diacono
Hello. Probably off subject, but I'm trying to simulate the sinking of an object in a tank, and can't find a proper or clean way to disable the Narrow Band sim. Any tips? Thanks.
I am looking for the same thing. I don't know enough about how the narrow band is constructed to know what to change to get the old flip tank back.

Oop, nevermind, I found it. When you use the shelf tool it creates a narrow band tank. Just go to the flip object in the AutoDopNetwork, and under the Initial Data tab change it from narrow band to Particle Field. It should then give you the old flip tank setup.

Sorry for late reply, yes under inital tab you can chage to old flip tank setup.

Houdini 16.5 - Fluid NarrowBand simulation Nov. 10, 2017, 2:07 a.m.

thats very cool!

Would be nice to read some articles about the usage of this new feature. I turned on the narrowband option but i think it is not working at all.

So i guees that there is more steps to configure it. Am i right?


NarrowBand in ON bu default when you create Flip Tank from Shelf, you just get small layer of fluid inside your container. Its best to use in Tank setup where you need more depth to get proper look of your simulation,


Great! So you created this shark scene for the 16.5 demo. Did you use the new “incompressibility” feature for bubbles, or how did you achieve this “boiling after splash” effect? This makes it exceptionally real, I think. This phenomenon is usually missing from water sims or not enough real.

No i didn't use new “incompressibility” feature, everything come from simulation, because now tank have more depth, not like in past where you are limited to have only surface to save memory and sim time. So everything come from collision and flip simulation.