avivbarami

avivbarami

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FLIP UVs, again.. May 25, 2014, 5:52 a.m.

Solitude
hcmistryvfx
It looks like the dual uvs are working fine, but you don't appear to have any rest field data, or the positions in the rest field aren't being updated at all. Did you sim out the rest fields as well?

^That was my colleague logged in on this machine. oops!

It is definitely not suited for some situations, and the can occasionally require some fancier setups (igor's setup for instance). I think mine works well for flowing liquid like in my river scene, but probably not too much else.

I think using it as a displacement make this setup way more versatile, even for a non-flowing liquid.
It's very hard to see rest field blending in all of the extra detail and liquid motion.
Either way, as you said, it opens the door for further refinement, and that alone makes it useful.

Thanks again,
Aviv.

FLIP UVs, again.. May 22, 2014, 2:03 p.m.

yalla
Thank you so much Ian, you're the best!

Avivbarami, those tests look really cool! Mine not quite so nice. In your test it looks like the fluid area that “settle” on the ground doesn't get the uv blending after a certain point of time (when it's almost still), while the area closer to the emitter keeps getting blended. Is this is even remotely correct? Would you mind sharing your file?

What I get is an intermittent uv blend that doesn't really look dependent on the velocity in any way (maybe I'm misinterpreting the setup).

I have attached a quick flipbook and a modified version of your file (H12.5). Call me blind and thick but I can't tell whether my dual uvs are working the way they should. Maybe you guys do?

Thanks!

Hey yalla,

I actually didn't change anything important from Ian's setup, just did a small scale change in the vop that uses the rest values to color the points.
To copy the setup from Ian example I copied the restField sim network, and everything below the geo cache in the fluid import sop.
And then I just re-cached everything (points from sim, geo from points, rest fields).

I'm guessing that the result I'm getting is correct, because the visible uv blending is very similar to the results Igor Kharitonov showed on his site, before he implemented his solution (see above).
I still want to texture it and see how visible the switching actually is, but as Ian show in his original scene, some types of sims are really suited to this kind of setup.

FLIP UVs, again.. May 22, 2014, 4:53 a.m.

Ok, I did do something silly.. I deleted the Cd and used only one of the uv's.. sorry about that :\

So now I only scaled the uv's to see the distortion better, and as a result I think I understand Igor's solution just a tiny bit better.
I get most of what you did in sops, but I still need to dive into the rest field dop setup and dissect exactly what you did there. so I'll do that!

Good news is that the displacement looks pretty good right off the bat and even kinda lava-like

Thanks again for your help in demystifying this approach!