After uploading the video, I realized that caching the v attribute from the ripple is not relevant as we cull points close to the rest position, I would rather recommend computing v after attribcopy1.
What an incredibly high value video! By minute 4 I already couldn't believe how much cool stuff you had showed us. I've never seen anyone splash outside the bounding area, for example. Thank you for this, Edmond.
Nice i should try this with Pure Vex Workshop Week 2: Rain Drops tutorial when i added the Pure Vex Workshop Week 2: Rain Drops tutoria with Houdini Procedural Ripple Setup (Turkce) tutorial it workes but this video have shown me how to make it better thank you i will give it a try
Hey, thanks ! hmm I probably used a color node with 'Ramp from attribute' Color Type using the Infra Red Ramp. It was maybe the velocity attribute or the displace value I sample at 12:19. Cheers !
@@EdmondBouletGilly Hi, tried to color the velocity attribute and the displace, it looks still quite different with the 0:06 color pattern but still thanks for your prompt response. :D
Ta vidéo est vraiment incroyable merci ! J'aurais une question. Est-ce que tu pourrais me dire comment changer la taille des particules car de mon côté celle-ci sont un peu trop grosses à mon goût ?
Hey, Merci ! Les paramètres qui contrôlent la resolution de la simulation sont : -'Particules Separation' on 'ocean source' node at 1:17 -'Particules Separation' on 'flip object' node at 1:54 Et après il faudra surement ajuster d'autres valeurs tel que : -'Particules Separation' on 'fluid compress' node at 3:25 -'Particules Separation' on 'particle fluid surface'' node at 3:43 Flip sim sont souvent assez sensible et changer la resolution peut donner des résultats complétement different. Cheers !
Great tutorial! Though I am having an issue with the final step of combining the initial fluid tank with the extended geometry, the split node is finding the "origin" primitive group defined earlier but it only has 9 primitives in it and isn't properly separating the two geometries, which prevents me from adding in the split the geometry in the later step. I've setup my nodes identically as far as I can tell and downloaded your hip file to double check and can't seem to find the issue. I'd appreciate any guidance, I am somewhat new to Houdini so it maybe something obvious. Great technique and tutorial at any rate!
@@EdmondBouletGilly Thank you for the help! If anyone happens to run into the same issue: Setting the /obj/Surface/grouptransfer1 Distance Threshold to .1 (or any value between 0 and ~1.7 in my case) property transferred the origin group. The default value of 10 was transferring the group to the entire mesh.
@@EdmondBouletGilly Thank you, I never used this attribute before. But my @underresolved value are all 0, not sure why. wondering what affect its value
@@EdmondBouletGilly Yes but when i press on the value it stays green and doesnt turn black for some reason and if i change the number it switches back after i finished
After uploading the video, I realized that caching the v attribute from the ripple is not relevant as we cull points close to the rest position, I would rather recommend computing v after attribcopy1.
Also set the /obj/Surface/grouptransfer1 Distance Threshold parameter to something low like .1 to obtain an accurate origin group
What an incredibly high value video! By minute 4 I already couldn't believe how much cool stuff you had showed us. I've never seen anyone splash outside the bounding area, for example. Thank you for this, Edmond.
@@coldandwetvfx thanks ! Happy to help !
I love your tutorials, so clear and concise.
next level
Good job. That is great.
Hot damn !
C'est excellent ! Merci pour le partage.
good tutorials!!!!!
Thanks, what a great tutorial
love your accent
thx !
Great good technique
Super intéressent merci 😎!
Nice i should try this with Pure Vex Workshop Week 2: Rain Drops tutorial
when i added the Pure Vex Workshop Week 2: Rain Drops tutoria with Houdini Procedural Ripple Setup (Turkce) tutorial it workes
but this video have shown me how to make it better thank you i will give it a try
Thx for sharing~
Really cool fx, thank you!
I was digging into the hip file, just wondering how can I get the rgb color mask like you did at 0:06 in the video :D
Hey, thanks ! hmm I probably used a color node with 'Ramp from attribute' Color Type using the Infra Red Ramp.
It was maybe the velocity attribute or the displace value I sample at 12:19.
Cheers !
@@EdmondBouletGilly Hi, tried to color the velocity attribute and the displace, it looks still quite different with the 0:06 color pattern but still thanks for your prompt response. :D
Ta vidéo est vraiment incroyable merci ! J'aurais une question. Est-ce que tu pourrais me dire comment changer la taille des particules car de mon côté celle-ci sont un peu trop grosses à mon goût ?
Hey, Merci !
Les paramètres qui contrôlent la resolution de la simulation sont :
-'Particules Separation' on 'ocean source' node at 1:17
-'Particules Separation' on 'flip object' node at 1:54
Et après il faudra surement ajuster d'autres valeurs tel que :
-'Particules Separation' on 'fluid compress' node at 3:25
-'Particules Separation' on 'particle fluid surface'' node at 3:43
Flip sim sont souvent assez sensible et changer la resolution peut donner des résultats complétement different.
Cheers !
Does this work with 2 flip fluids ?
this is awesome, sadly you do alot of stuff pretty quickly and it is hard to follow. Can you provide a hip file?
Sure, added to the description !
@@EdmondBouletGilly huge thanks, now I can follow you clearly :)
Great tutorial! Though I am having an issue with the final step of combining the initial fluid tank with the extended geometry, the split node is finding the "origin" primitive group defined earlier but it only has 9 primitives in it and isn't properly separating the two geometries, which prevents me from adding in the split the geometry in the later step. I've setup my nodes identically as far as I can tell and downloaded your hip file to double check and can't seem to find the issue. I'd appreciate any guidance, I am somewhat new to Houdini so it maybe something obvious. Great technique and tutorial at any rate!
Hey, if you send me your hipfile (and what version of houdini you are using) at edmond.bouletgilly[at]gmail.com I can take a look
@@EdmondBouletGilly Thank you for the help! If anyone happens to run into the same issue: Setting the /obj/Surface/grouptransfer1 Distance Threshold to .1 (or any value between 0 and ~1.7 in my case) property transferred the origin group. The default value of 10 was transferring the group to the entire mesh.
Where is the @underresolved coming from, I can't find this attribute
Hey, at 3:27 I add the attribute to the list of attribute to keep from the flip sim
@@EdmondBouletGilly Thank you, I never used this attribute before. But my @underresolved value are all 0, not sure why. wondering what affect its value
Why french ppl so creative?
Hey i cant change the Values at 0:30 for Sample Range and Frame Range can someone help me please
Did you enable the checkbox right next to it ?
@@EdmondBouletGilly Yes but when i press on the value it stays green and doesnt turn black for some reason and if i change the number it switches back after i finished
That would be because that value is keyframed by default, ctrl+shift+left click should solve the issue
@@EdmondBouletGilly Yooo thanks alot that was actually the problem :) Also thanks for the fast reply...i wish you a nice day ^^
Thx you too