Houdini Flip Fluids Part 02 Meshing
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- čas přidán 8. 09. 2024
- #houdini #sidefx #Tutorial #simulation
Welcome to Houdini Flip Fluids Part02 Meshing Tutorial.
In this tutorial, you can learn how to setup meshing of the particles which we simulated in part 01 from scratch in Houdini and use the techniques to implement in your future projects.
Stay tuned for upcoming tutorials.....
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Great Part01 and Part02 Thanks for this!
Very Nice ...
Thank you :)
This is amazing!! I achieved this in a very short time. Keep u the good work:)
Thanks, Longheng tan .. I'm glad my tutorial is helping you out.
thank you sooo much today as well !!!
Your most welcome.. I’m glad my tutorial helped you to understand Houdini fluids ... :)
Good tutorial, nicely explained 👍👍👍
Thanks Bishan :)
I love u! u saved my life
Hi.. its amazing.. plz make one video on shedder and render for liquid
Great Video 👍👌
thanks a lot.
+1 sub (Your chanel is gold) thanx for ur efforts
thank you very much
Your most welcome
Thank You very much!
Hi, I am pouring liquid on 2 rocks with Flip Simulation, and I am meshing with VDB from Points, But it is converting my stones to VDB as well.
Any Solution ?
Thank you in advance.
it is good for me! thanks@@
I really wish that there was a third part to this.
Nice tips in this tutorial for sure, but I agree, there should be 3rd part about how to get the final result.
Awesome tutorial! How would you go on the render the final result? Should i also convert the pig vdb to a polygon to be able to see it in mantra?
Thanks, Raghid...
No, you don't have to do anything like that. Just render hit render and you will be able to see a pig with textures.
@@CGArtistAcademy Hello, the problem is that the pig is a VDB so i when i render it, i'm only getting the voxels and not the actual shape. How could i fix this? Thanks
Vdb from particles is creating a vdb of my static object... did I do something wrong?
Use the DOPimportfield and set Default to 1 or the sideFX forum said fetch a specific obj and replace the wildcard (*) with the name of the object you want to use. I'm very new to Houdini so I basically had to just figure out myself sorry no one replied for 11 months but I figured id share wat worked for me in case someone else got stuck.
@@TheKayla1618 Thank you , it worked !
and anothe ryear later you helped out someone else! thanks for taking the time to reply to the issue!@@TheKayla1618
sir can you do a tutorial with a wine glass or normal glass obj because I tried doing flip sim, but the particles are leaking from the glass
there is one on the sidefx website and another on the entagma youtube channel for water.
anyway to give the fluid mesh an octane material?
Applying a material is very in Houdini. Just go to your material palette, add material then drag and drop on the geometry. That's it
Hrithik roshan doing houdini tutorials now ? xD
hahaha :D
How To Export Mesh In Maya?
Just add ROP Alembic node at the end of last meshing node and export it :)
@@CGArtistAcademy Thank You
Ok?
This is THE VFX School tutorial. At least give credit to them.
@@xanzuls It´s a exact same workflow used in our training, including custom meshing.
gone looking for the VFX School fluid sim tut, but found none. where is it?
@@xanzuls Yes for simulation, but no for meshing. You can use tons of VDBs, and he used the same exact nodes we used and result is exactly the same. What a coincidence, no?
how many times he said "oke" 😅
Yes Particle Fluid Surface is pretty much always the way to go for meshing. Rebelway courses suggest VDB From Particles but my professional experience showed me that that's a waste of time for a way worse result. You lose all the detail with VDB from particles node. Fluid Particle Surface is THE NODE for any particles to mesh conversion even if it's POPs or any points not just flip. That's probably one of the best nodes in Houdini in the way it was made. it is SOLID. I mean look how much more detail you get from Particle Fluid node even in this example versus VDB nodes. VDB nodes can't touch Particle Fluid sop in the level of detail and efficiency. And yes I know they are inside it as an HDA but just saying, for no individual VDB nodes can even touch Particle Fluid Surface because if you ever look inside you will se the level of complexity that this Fluid Surface SOP contains. It's uncomparable. VDB from particles will kill all of the detail no good.
I used PFS with quite low res vellum grains (around 1mil particles) and it gave me very flickering meshes, maybe I missed something there regarding this issue (any tips?). With this approach, I got immediately smooth-looking mesh without flickering....
Meshing itself is an art. If you can’t do it manually you have to work harder. Particle Fluid Surface is not great if you’re doing high end water FX.