Archived post by aswaab

@Nick D with the built in houdini stuff, if you want to preserve fluid sheets, you have a couple methods… 1. Abuse particle reseeding + substepping. Increase the surface oversampling significantly. This will add a lot more particles around the narrow surface bandwidth (you can increase this to 2 if you want, also), which will help preserve sheets.
2. Use a LOT more particles, shoved into the same space and use particle separation (Need to disable reseeding, or else you will get uncontrollable volume gain). On the flip source, you can override the oversampling parameter to force more particles to be generated. This can be pretty helpful. If this method works for you, you should get a pretty clean flicker-free mesh, as you are not doing reseeding.

Reseeding + particle separation is generally not recommended, as you do get very noticeable and uncontrollable volume gain. These two things kind of work opposite to each other.

The problem with both the reseeding options (both my version and the built in one) is that once you start preserving fluid sheets it becomes hard to get them to break up naturally. I’m still working on some ideas for that.

In general, for small scale fluid fx, I prefer lots of particles + particle separation. A little viscosity can help smooth out the neighboring particles to reduce their separation from velocity effects.

Archived post by matte

I’ve had some time off recently and decided to re-create and share a bunch of tools I end up making all over again ever different place I work. First one that’s ready I call ‘volume smear’: github.com/mattebb/hda/tree/master/volume_smear

Kind of like a directional blur for volumes, can do along a single direction vector or based on a velocity field

can be for smoothing volume surfaces along velocity vectors github.com/mattebb/hda/raw/master/examples/images/volume_smear_particles.jpg

or smearing density/colour volumes, with custom filter kernels, like this one which smears with a spectrum kernel github.com/mattebb/hda/raw/master/examples/images/volume_smear_spectrum.gif

will re-package as full version HDA next time I get a full non-indie license

Archived post by flight404

Been working on my flocking setup. Could use some optimization and features like predators, obstacles, and more randomized movement, but is a good start for anyone wanting to mess with flocking sims in VEX.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185511/06/18/flocking_flipbook_02.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185511/06/18/flocking_sample.hiplc

Archived post by mestela

here tis

my next step (or possibly @Ben ‘s next step ) is to get scale right; this feels like a cloud tank, it should be city scale

reference is all those colour festival things, but at the scale of a bomb that’d take out a city block

thumbs.dreamstime.com/b/explosie-van-gekleurd-poeder-op-zwarte-achtergrond-71568993.jpg

something that’d be picked up by sony for their next bravia campaign

img2.cgtrader.com/items/805667/12d927255c/large/houdini-dirt-bomb-explosion-asset-scene-file-3d-model-low-poly-animated-rigged-hda-hip-bgeo-geo-bclip-clip-hipnc.jpg

all of saber’s work at rebelway has that shredding detail i’d like to get, but i havent’ done enough pyro stuff to know what the mystery settings are

and i’m too cheap to go buy one of his courses. 😉

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185408/30/18/pyro_colour_basic.hipnc