Splash and foam in Houdini
9 posts • Page 1 of 1
Splash and foam in Houdini
To get more realistic splash and foam, do i just turn down the Particle seperation in wavetank node or somewhere else or is there a tutorial i cant find that explains this in a good way?
Heres mine:
https://youtu.be/wP9sa61X7uY
Heres what i want:
https://vimeo.com/69948474
Thanks
Heres mine:
https://youtu.be/wP9sa61X7uY
Heres what i want:
https://vimeo.com/69948474
Thanks
- Esperado
- Posts: 130
- Joined: 08/18/2011, 12:45 pm
- Location: Norway
Re: Splash and foam in Houdini
I think it's as simple as you're using the default pscale attribute, so each particle render as huge. Put an attribute wrangle SOP on the end with...
@pscale = 0.01;
...and do a test render. You might need to go even smaller, though, depends on how you set it up.
Oh, and just generally, you simmed this at the correct scale I hope? Because for any dynamics to calculate correctly in Houdini, you need to keep things in scale (1 unit = 1 meter) and if you're off scale, that might also be why the foam particles render that huge.
And on a side note, I used that exact model for this Element 3D-experiment a couple of years ago...
@pscale = 0.01;
...and do a test render. You might need to go even smaller, though, depends on how you set it up.
Oh, and just generally, you simmed this at the correct scale I hope? Because for any dynamics to calculate correctly in Houdini, you need to keep things in scale (1 unit = 1 meter) and if you're off scale, that might also be why the foam particles render that huge.
And on a side note, I used that exact model for this Element 3D-experiment a couple of years ago...
*** Demos, RnD & tests: www.vimeo.com/farmfield ***
- Farmfield
- Posts: 2284
- Joined: 06/8/2014, 1:44 pm
- Location: Sweden
Re: Splash and foam in Houdini
At the end inside the whitewater_sim node?
The scale should be ok. The boat came in huge but i scaled it to be around 50m or so...
I have no idea what im doing right now, you dont have a couple of screen shots laying around
I found a way to bring the particles a bit down:
In "whitewater_import" node theres a node called "attribwrangle1" and here i find "@pscale *= 1"
i turn this down to say: 0.5 or 0.1 its the same looking puffy foam clouds but in a smaller scale.
The scale should be ok. The boat came in huge but i scaled it to be around 50m or so...
I have no idea what im doing right now, you dont have a couple of screen shots laying around

I found a way to bring the particles a bit down:
In "whitewater_import" node theres a node called "attribwrangle1" and here i find "@pscale *= 1"
i turn this down to say: 0.5 or 0.1 its the same looking puffy foam clouds but in a smaller scale.
- Esperado
- Posts: 130
- Joined: 08/18/2011, 12:45 pm
- Location: Norway
Re: Splash and foam in Houdini
Well, that's your first problem right there, when you use the shelf tools to do this kinda stuff, when you get an issue, you're at a dead stop as you really have no insight into what is actually happening. Kinda funny, I'm just writing a featured artist piece for Gridmarkets on this exact subject. 
So you gotta start to break it down, figure out how the whitewater is handled in DOPs, then how the output is imported to SOPs. In the SOP output, which is the data going to Mantra, that's where you have to start looking. Check the pscale attribute values in the spreadsheet for the output node in that network.
And if it's not in there, if it's not the pscale attribute, then your issue is in SHOPs, in the white water material, something in there is overriding the pscale.

So you gotta start to break it down, figure out how the whitewater is handled in DOPs, then how the output is imported to SOPs. In the SOP output, which is the data going to Mantra, that's where you have to start looking. Check the pscale attribute values in the spreadsheet for the output node in that network.
And if it's not in there, if it's not the pscale attribute, then your issue is in SHOPs, in the white water material, something in there is overriding the pscale.
*** Demos, RnD & tests: www.vimeo.com/farmfield ***
- Farmfield
- Posts: 2284
- Joined: 06/8/2014, 1:44 pm
- Location: Sweden
Re: Splash and foam in Houdini
i give up
Cant figure it out, it takes forever to test simulate too... i need a tut.

Cant figure it out, it takes forever to test simulate too... i need a tut.
- Esperado
- Posts: 130
- Joined: 08/18/2011, 12:45 pm
- Location: Norway
Re: Splash and foam in Houdini
Lots of tut's just from Side Effects...
https://vimeo.com/goprocedural/videos/s ... /sort:date
And surely a lot of others too, on the web, free and commercial ones...
And don't give up, when you get the hang of it you can do stuff like this setup by Igor Zanic!
https://vimeo.com/goprocedural/videos/s ... /sort:date
And surely a lot of others too, on the web, free and commercial ones...
And don't give up, when you get the hang of it you can do stuff like this setup by Igor Zanic!

Last edited by Farmfield on 05/27/2016, 3:54 am, edited 1 time in total.
*** Demos, RnD & tests: www.vimeo.com/farmfield ***
- Farmfield
- Posts: 2284
- Joined: 06/8/2014, 1:44 pm
- Location: Sweden
Re: Splash and foam in Houdini
Im not giving up... watching everything i can find.
- Esperado
- Posts: 130
- Joined: 08/18/2011, 12:45 pm
- Location: Norway
Re: Splash and foam in Houdini
Aah, cool. You're getting there. 
These setups are hell to mess around with though, that's why I really don't do much RnD on fluids, it's just too per-setup oriented and you end up in tweaking hell without being able to charge by the hour - and I want to be able to charge the client for my stays in hell, you know...

These setups are hell to mess around with though, that's why I really don't do much RnD on fluids, it's just too per-setup oriented and you end up in tweaking hell without being able to charge by the hour - and I want to be able to charge the client for my stays in hell, you know...

*** Demos, RnD & tests: www.vimeo.com/farmfield ***
- Farmfield
- Posts: 2284
- Joined: 06/8/2014, 1:44 pm
- Location: Sweden
9 posts • Page 1 of 1