Splash and foam in Houdini

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Splash and foam in Houdini

Postby Esperado on 05/22/2016, 2:40 am

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
Esperado
 
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Re: Splash and foam in Houdini

Postby Farmfield on 05/22/2016, 7:50 am

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...

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Re: Splash and foam in Houdini

Postby Esperado on 05/22/2016, 11:43 am

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 :mrgreen:
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
 
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Location: Norway

Re: Splash and foam in Houdini

Postby Farmfield on 05/22/2016, 1:27 pm

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.
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Re: Splash and foam in Houdini

Postby Esperado on 05/24/2016, 10:00 am

i give up >-||

Cant figure it out, it takes forever to test simulate too... i need a tut.
Esperado
 
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Location: Norway

Re: Splash and foam in Houdini

Postby Farmfield on 05/26/2016, 7:00 am

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! :D

Last edited by Farmfield on 05/27/2016, 3:54 am, edited 1 time in total.
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Re: Splash and foam in Houdini

Postby Esperado on 05/26/2016, 9:42 am

Im not giving up... watching everything i can find.
Esperado
 
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Re: Splash and foam in Houdini

Postby Esperado on 06/15/2016, 12:28 am

Esperado
 
Posts: 130
Joined: 08/18/2011, 12:45 pm
Location: Norway

Re: Splash and foam in Houdini

Postby Farmfield on 06/15/2016, 12:40 am

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... ;)
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