Richard Lim
Richard Lim
About Me
EXPERTISE
VFX Artist
INDUSTRY
Film/TV
Connect
LOCATION
France
WEBSITE
Houdini Skills
Availability
Not Specified
Recent Forum Posts
flip integration May 19, 2015, 5:54 a.m.
no one got any ideas ?
flip integration May 18, 2015, 7:50 a.m.
Hello guys,
I need to integrate a flip sim on an ocean surface but I don't know where to start. Basically, I use flip for splashes and ocean spectrum to take care of the static parts.
I have done ripple sim with the ripple solver and I ray the sim on a still plane. I then applied a spectrum to get waves. Now I am trying to integrate my patch of flip sim into the surface. That's where I am struck . How to match position between my spectrum and the edges of my flip sim ? Also I am wondering if I doing it right siming ripples before the splashes.
Any help would be welcome
Thanks
I need to integrate a flip sim on an ocean surface but I don't know where to start. Basically, I use flip for splashes and ocean spectrum to take care of the static parts.
I have done ripple sim with the ripple solver and I ray the sim on a still plane. I then applied a spectrum to get waves. Now I am trying to integrate my patch of flip sim into the surface. That's where I am struck . How to match position between my spectrum and the edges of my flip sim ? Also I am wondering if I doing it right siming ripples before the splashes.
Any help would be welcome
Thanks
self friction Nov. 8, 2014, 8:09 a.m.
I have been wanting to do a sand simulation but I am a bit concerned about the workflow. Would you guys use pop or flip solver to sim sands falling from a tree branches ?
I have been trying with popsolver without any great success so far…Too even and looks meh…
Is flip solver more appropriate to do this kind of thing ? I want that dripping effect from the branches as if the tree is emerging from a sand ground but how would you emit particles ?
I used a paint SOP to paint emissions and constantly emitting until a certain point but it is clearly apparent and probably not the best solution. I used Pop solver for that.
I have attached a preview image of the tree model. As you can see, the branches are very thin so a volume collision would be very heavy and I had to increase the uniform scale to 2000 to get proper collision and get the end of the branches….I guess that's not a good option…Seems like flip solver does not collide very well with very thin shape…
Any advices or kind of setup is welcome
Again thanks people
Still noob in houdini. Just wanting to get the best approach to it as I am kinda stuck here.
I have been trying with popsolver without any great success so far…Too even and looks meh…
Is flip solver more appropriate to do this kind of thing ? I want that dripping effect from the branches as if the tree is emerging from a sand ground but how would you emit particles ?
I used a paint SOP to paint emissions and constantly emitting until a certain point but it is clearly apparent and probably not the best solution. I used Pop solver for that.
I have attached a preview image of the tree model. As you can see, the branches are very thin so a volume collision would be very heavy and I had to increase the uniform scale to 2000 to get proper collision and get the end of the branches….I guess that's not a good option…Seems like flip solver does not collide very well with very thin shape…
Any advices or kind of setup is welcome
Again thanks people
Still noob in houdini. Just wanting to get the best approach to it as I am kinda stuck here.