Fluid Nodes in Houdini 19.5 || SOP FLIP Tutorial
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- čas přidán 12. 06. 2024
- In this video we will look at the new SOP Flip or fluid nodes in Houdini 19.5. With this new version more and more simulation nodes are coming in the geometry operators/nodes.
We will start of simple by creating basic simulations and showing the few nodes you can use to set up simulations. After that multiple examples will be shown. In each example you will see the same node being used but with different settings and ideas behind them.
Going from a water splash on the rubber toy to combining Rigid Body with FLIP nodes. So many thing are now possible and this video is just about a few of the basics on what you can do.
Timestamps
00:00 Intro
00:06 What is SOP FLIP?
01:15 Basic Setup
03:53 Add Collision Objects
07:50 Create Fluid Sources
14:43 Example 1: Combine
15:59 Example 2: Whipped cream
20:35 Example 3: Local bounds
23:44 Example 4: Rigid Body and Fluids
I rarely comment on CZcams, but I have to say Excellent tutorial. Quick, straight to the point, very clear and effective. Thanks for taking the time to do this and share with the community.
Liked and subscribed. As a houdini beginner this is a vastly more simplified and straightforward approach for flip sims. Thank you. would love to see more content like this!
Great tutorial! Cool to see all the solvers working together on SOP level!
Thanks a lot! I wish there are more tutorials on sop level dynamics. Very very useful
Great video, it got my very first Houdini project working!
easy to follow for beginner flip introduction, like me. thanks Simon!
thanks Simon, really useful to know what these tools present !.
ITS WORKING! nice job dude
PLEASE do so much more tutorials.
you are the only one i have learned Houdini from. I'm a complete newbie..but i get you and your way of teaching.
I thatnk you from my heart :)
Excellent excellent tutorial.
I love you ! Thanks for that !
Xlnt tute Simon, thank you!
amazing Video!
Loved it
How the heck did i miss this feature !!! I'm doing flip the old ways for a couple of years now and did not knew about sop flip.
Thanks man
Probably the best app from you..
this helped me a lot !!!. I would love to know how you can add foam/whitewater to this ??
For example 3: I was wonder if you could use a flip solver, with varying particle distribution (more detailed near colliding objects) using the sphere as a sort of mask gradient
You explained this better than the people who charge for courses. Nice work man!
thank you very much! so useful! But how waves will continue moving out of bounds if we'll simulate like this 20:35
pls can u make another example that combines pyro rbd flip and vellum?
do you know if its possible to source points, like you would do with a popsource in dopnet?
Hi Simon, please, teach me how to render to convert the fluid into real water in mtlx o materials, nobody explains that.
how do you control a velocity using a group? ,, like a sphere that activates a velocity when it passes through a geometry
how would you interact two or three fluids with different viscosity? is there a way to set viscosity individualy for each objectboundry?
you can set viscosity per particle as a point attribute
hey. how would you model a dreamcatcher? greetings!
Thank you Simon. Can you say how to increase the amount of emitted particles? I am trying to make a very basic sim, with just a water flow filling the glass. But somehow those particles that are hitting the glass, dissolve pretty soon so I have always almost the same amount of water in the glass. I tried to increase Particle Age, doesn't help really...
hello eugene did you find the way ? i have the same problem
@@umbravirtus2 Hello! Check "flipsolver" node, in tab "Particle Motion"there is another tab "Reseeding". For me disabling "Reseed Particles" helped.
@@baritskiy hello , thank for you help i have already make that the number of the particle stay the same but they stack on the same position so the glass doesn't fill more , if you have a hip file it will be awesome
HOW CAN I INSERT VELOCITY WITH OBJETS?
BECAUSE, FOR EXAMPLE, A BOAT THAT IS MOVING AND CREATES A SPLASH AND I CAN CONTROL THE VELOCITY THAT IT EXERCISES
Did you watch the launch event? I wanna try the flip combine/flip upres but not quite sure where to start. A video on that if you have the knowledge would be greatly appreciated
This video is mainly covering basics of the these new nodes. There is a lot more you can do with these like the upres. What I have seen from the upres setup is that you start with the normal setups like here and then you do another flipsolver pass with higher resolution ( lower particle separation). With this high res pass you also create a new container node (and flipsolver) and localize with the bounds where you want the highres to be. In that flipsolver you added you can plug in the lowres flipsolver result in the fourth input of the flipsolver.
@@simonhoudini5074 thank you, I will try this!
@@smiley-xh3hp here's a cool upres tute czcams.com/video/iR3R4DsZ800/video.html
I'm kinda confused. The previous method of doing flips is still relevant or this is the new approach that we all should follow?
Previous method is still good and sometimes faster in simulating. The new method brings everything closer into sops which is really useful.
@@simonhoudini5074 Thank you Simon, that I was confused about it but now it-s clear. just need a solid base in the old ways to adopt this one when necesary
Since Realflow updates are dead, I hoped for a user (artist) friendly alternative here but I refuse to learn any expression to achieve an object rotation. I'll stick to RF until it stops working for some reason. I applaud everyone who has the nerve to learn Houdini and not ended doing commercials or superhero movie effects.
flipfluids addon in blender
@@TheNemoff I like RF better.. you have more control over everything. Also Blender physics addon interfaces are hell.
It's just an easier way to do rotate, can animate if you want........whatever, not like you care
Imagine limiting yourself on purpose because you think it makes you better than everyone else lmfao