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Beer Foam Simulation April 15, 2021, 12:35 p.m.

Hello everyone,

I am creating a beer simulation fx.Please find the attachments.

I used two emitters, one to emit beer (with higher density) and another emitter from the base of the glass to emit foam (with much lower density).

As the beer hits the base of the glass, it pushes the foam to go higher and stay on top.

I have two issues,

a) I use a thick collision proxy volume to avoid the leakage of flip particles.But, towards the end I want the beer to fill and spill along the surface outside.How to achieve this? If I reduce the thickness the flip particles tend to leak and there is volume loss as well.

B)I have applied velocity to push the foam particles upwards,but It doesn’t have any impact. As of now the foam particles move upwards because of the velocity created by the beer particles.I want the foam particles to move upwards by applying some external force so that more foam forms on top.How to achieve this?

Any help?

Thanks in advance..
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Hi man! about #2 question. You need set "divergence" attribute on the source and turn on it in DOP. It will make "a grow" of your foam.
what about #1 I think there only one way: make very small grid on your VDB collider and a lot of substeps of the simulation.
I guess that the answer is a little bit late, but anyway, I consider it my duty to answer to you, colleague.

how fuse differents curve and to have only 1 polygon May 23, 2017, 11 a.m.

I hope that helps,
This code give the error in 13 line

explosion Feb. 21, 2013, 2:51 a.m.

thanks a lot buddy!!!
your scene and tips was useful