Richard Powell

damage_jack

About Me

EXPERTISE
Freelancer
INDUSTRY
Advertising / Motion Graphics

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LOCATION
United States
WEBSITE

Houdini Skills

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Not Specified

Recent Forum Posts

Using Mask Input in Particle Fluid Surface July 28, 2021, 9:11 p.m.

I second this. Masking smoothing, masking erodes, masking dilates... just brilliant.

Kijas
Thank you so much!!!!

This is from years ago but it still works. I was having lots of flickering around the edges of my surface and using this method helped I was trying to use the Particle Fluid Surface Mask out of the box and was useless Thanks!

Calming down a fluid sim April 4, 2016, 7:50 p.m.

Oh, okay, a Drag Force DOP slows things down. I just needed to learn where in the network to place it.

I think this might be a hallelujah moment–remember those?

Drag force, though…it'll reduce the effect of gravity, no? Effectively making the fluid fall more slowly?

Calming down a fluid sim April 4, 2016, 6:59 p.m.

Regarding the Swirly Kernel, coincidentally, last night I ran across this:

https://vimeo.com/159438315 [vimeo.com]

As the description notes, and probably everyone knows but me, is that this method is built into Houdini 15 as…the Swirly Kernel.

So that solves the noise, but not the initial velocity. Being a noob is so painful…half the time you want to solve things, half the time you want to let it go and hope you bump into the answer later.

CircusMonkey, what is making the fluid stick to the collision object?? It's like a different answer to the ‘honey dripping from the bottom of the ball’ viscosity question I've seen around this forum.