This was very helpful, such a powerful software but there is really a lack of tutorial when compared to blender, making those rare quality ones even more valuable.
@@pizola3285 yes, with presets i'm a bit lost, clicking around and changing every value to see what it actually does. your node tree is working very well, costumized and in use rn
Hi Pizola, I was wondering why don't you make the attribute wrangle right before the dopnet? it work the same way, instead using a sop solver inside the dopnet? by the way, nice video! you're good!
Hi Andrea. I use a wrangle outside dops moooost of the times. But since in this particular case the behavior is dependant on the its current v or age state I just didnt mind on doing any wrangle beforeand. Thanks for asking!
@@ruudygh i dont exactly understand what you mean by local axis but if you want a direction you could use a wrangle to inject into the velocity the direction of the points to another point, normalize that and play around with a pointvelocity node.
@@pizola3285 Thanks for reply :) I mean for example to have the fluid shooting out to the direction base on the sphere's (the emitter) local Z axis. Then i can parent the sphere to a character's watergun, following his movement. As i know wrangle involve coding, which im not capable of.. is there other simple way doing this?😯
4:36 Hey, did you have done something inbetween here magically? When I set Emission type to All Points then suddenly the particles are spreading all over the place and they are not interacting with gravity. I tried it in H18.5 and 19 - same weird behaviour.
Oh no. I havent done anything special. That glitch might have to do with the collision. Try unpluging the collision and see what happens. It might be that. You can increase the resolution of the sim. Also checknif your collision is properly plugged in
@@pizola3285 Hey, thanks for the answer. I have builded the setup again a bit differently and it works. BTW my question started with "did you have done" and now I think it's not very polite to ask for something in that way and it looks like I have a grudge against you, but I'm not. So I apologize for my behavior, English is not my first language and I'm still learning.
Another great video, thanks
I am glad you like it!
I am new to flip sims in houdini and this is really helping me wrap my head around them. Thanks!
Oh great!
❤
Clearly explained. Very nice and helpful tutorial. Thanks.
Thanks for being so kind
Hey guys! Dont forget to join the BEST FX Discord community! :D
discord.gg/X5TErjteg8
THanks for tutorial!
Thank YOU!
Thank You very much!
No, thank you!
This was very helpful, such a powerful software but there is really a lack of tutorial when compared to blender, making those rare quality ones even more valuable.
Thanks man! I always try to deliver something new and ALWAYS from scratch. No presets whatsoever. I think it is the BEST way to learn!
@@pizola3285 yes, with presets i'm a bit lost, clicking around and changing every value to see what it actually does.
your node tree is working very well, costumized and in use rn
@@Lakus231 amazing!
Hi Pizola, I was wondering why don't you make the attribute wrangle right before the dopnet? it work the same way, instead using a sop solver inside the dopnet?
by the way, nice video! you're good!
Hi Andrea. I use a wrangle outside dops moooost of the times. But since in this particular case the behavior is dependant on the its current v or age state I just didnt mind on doing any wrangle beforeand. Thanks for asking!
Looks so nice.
How long did it took to sim?
and what is your cpu?
Back then I had a ryzen 9 3900x. I think it took 20 minutes to sim
@@pizola3285 thanks. Can i ask how can i make the emission velocity to base on the emitter's local axis? I couldnt find a simple solution on internet
@@ruudygh i dont exactly understand what you mean by local axis but if you want a direction you could use a wrangle to inject into the velocity the direction of the points to another point, normalize that and play around with a pointvelocity node.
@@pizola3285 Thanks for reply :)
I mean for example to have the fluid shooting out to the direction base on the sphere's (the emitter) local Z axis. Then i can parent the sphere to a character's watergun, following his movement. As i know wrangle involve coding, which im not capable of.. is there other simple way doing this?😯
4:36 Hey, did you have done something inbetween here magically? When I set Emission type to All Points then suddenly the particles are spreading all over the place and they are not interacting with gravity. I tried it in H18.5 and 19 - same weird behaviour.
Oh no. I havent done anything special. That glitch might have to do with the collision. Try unpluging the collision and see what happens. It might be that. You can increase the resolution of the sim. Also checknif your collision is properly plugged in
@@pizola3285 Hey, thanks for the answer. I have builded the setup again a bit differently and it works. BTW my question started with "did you have done" and now I think it's not very polite to ask for something in that way and it looks like I have a grudge against you, but I'm not. So I apologize for my behavior, English is not my first language and I'm still learning.
@@baldoski Oh man dont worry. It isnt my first language either. I am glad you found my tutorial useful!