One thing to note, at 37:28, I forgot to set the Volume source of velocity to a vector from scalar. It's important to change it to a vector for this to work correctly. With it set as scalar, it only fetches the x component of the vector ie. only our x velocity is copied in.
You are just amazing, man !! You go deep but with simple and clear explanations ! That is sooooo helpful! And your examples are cool ! I stumbled across this video, but now I have to watch them all.😁
Very nice cheers. As an input since it was touched on at the beginning of the video. Facial interaction not a must, clear sound and visuals far more important unless you're demonstrating something with some neat camera work. I notice you zoomed in at 39:00 at the code for the aw, very helpful as I've frequently had to stop and press my face at the screen discerning blurred text! especially when I use fullscreen (what's really odd is if I use an apple tablet, crisp as you like, eh)
This tutorial is gold, thank you Moeen. Btw, that blackboard where you explain the different solving methods, where can you get it? Is it a downloadable app?
No problem, you're welcome! I used Krita for that. It's a free drawing app. I just threw a chalkboard texture on there for the background and chose a chalk type brush. I also have a drawing tablet that integrates with it. I hope that helps😁
Hi just wondering if it's possible to make whitewater shader for karma xpu ? I am able to get the uniform volume but how to add specularity into that ? I am trying to render it snow and whiter water in river. karma cpu works fine but when it comes to xpu unable to get that reflection onto that whitewater
Thank you soo much for this video :). I have a small doubt tho, like how can we use the helix method in a flip tank ???. In a way trying to create a vortex kind of feel ??
once again, you have provided such a wonderfuly comprehensive and cool tutorial!! Thank you so much man. One question, when i use the file cache, even after caching the simulation runs very slow. Am i caching improperly? Or is my PC simply too slow? for refference im on an intel i7 and rtx 3070 ti, 32 gb of ram. thanks again!
No problem, you're welcome! So, firstly, ensure that the file cache node is set to "load from disk". There's a checkbox that you can tick to make sure it is loading from disk. Additionally, it is dependent on the speed of the drive that you're loading from. If it's an HDD, it will load slower. If it's an SSD or an NVME, it will load faster. Your PC specs seem more than sufficient, so just make sure that you are loading from disk. Let me know if you're still having that problem👍
as Always, its amazing how you can provide to us such quality content :D Also... I have Three questions: 1.Will you do videos about ragdoll solver? 2.What about WhiteWater SOP Solver which will be in Houdini 20? 3.Maybe not about fluids, but what "burn" attribute does in Pyro Solver? Every Field in Pyro is not much trouble for me besides burn. I really dont know what this is doing , why and how. as simple as possible :D Ty!
Burn is needed for fire. If you dont need fire ( just smoke ) you dont need burn. Burn is a field, which is an attribute for pyro. Go get gnomon' pyro tut, lecturer is alasgar hasanov. That is a good one and still quite up to date workflow wise
I followed everystep but when you add the flip solver and object all my particles become black instead of blue, then when I select particle field it just adds 4 massive boxes any idea why?
I couldnt find the video where he explains why he lower the particle scale inside the volume rasterize, is there a reason why he goes to 0.05 or in wich video he explains it ¿?
Thank you! I appreciate the kind words. In the two volumes videos I explain how it works. I'll go over it quickly here so you don't have to go find it: The particle scale is set to a default value of 1. This means that each particle is treated as a sphere with a diameter of 1 unit. This causes massive volumes because each point is effectively a large sphere. The value should reflect the size of each particle. 0.05 is just a decent value for the scale of our scene, but it's okay to go higher or lower. Additionally, if the points being rasterized have a pscale value, then Houdini multiplies the pscale value by the particle scale value. eg. if a particle has a pscale of 0.1 and the particle scale is 2, then the resultant scale will be (0.1*2) or 0.2. I hope that helps!
Thanks a lot @@NineBetween its amazing the way you explain things really, thanks a lot for taking the time to explain this :D And thanks for sharing your experience
Hey, there's no significant difference. In fact, the newer workflows encourage SOP level solving. By doing it at the SOP level, it removes a layer of separation in some way. It allows data to more easily flow from the dopnet into the rest of the network. Again, it isn't a major difference, but if you prefer separating your dopnet out to the object level, you can. I hope that helps😁
One thing to note, at 37:28, I forgot to set the Volume source of velocity to a vector from scalar. It's important to change it to a vector for this to work correctly. With it set as scalar, it only fetches the x component of the vector ie. only our x velocity is copied in.
thank you very much for following up on this, I was scratching my head trying to figure out why it wasn't matching up
Can’t thank you enough for all the videos you’ve made !
It's a pleasure, I'm glad you're finding them worthwhile :D
Thanks a lot for the breakdown. Your teaching style is truley amazing.
Absolutely brilliant! The best fundamentals introduction course ever!
You are just amazing, man !! You go deep but with simple and clear explanations ! That is sooooo helpful! And your examples are cool ! I stumbled across this video, but now I have to watch them all.😁
Very nice cheers. As an input since it was touched on at the beginning of the video. Facial interaction not a must, clear sound and visuals far more important unless you're demonstrating something with some neat camera work. I notice you zoomed in at 39:00 at the code for the aw, very helpful as I've frequently had to stop and press my face at the screen discerning blurred text! especially when I use fullscreen (what's really odd is if I use an apple tablet, crisp as you like, eh)
you really are the best explasiner for houdini things! great content! Thanks a lot!
Excellent tutorial as always my friend !! And thanks for replying my concern on last tutorial, i did finish everything ! Thankss
You're welcome, not a problem at all!
Another great video. Your explanations are always so enlightening! Thanks for helping bring more clarity to this subject!
Another Amazing video, bless your soul.
Man, I just really love your tutorials and the clear way you explain all the important concepts. Thanks so much!
Big thank you for your work! Best tutorial on UA-cam 👏
Wow, that means a lot! Thank you for watching☺
Is it normal that, even after I cached 90 frames, it runs really slow ?
Amazing tuturial as always appreciate the work you do
Another great tutorial, I was wondering who taught you Houdini?
Great tutorials, need more :)
Awesome
Great video!!!
Cant wait for the things you cover in H20 🎉
Thanks
wow man please do share water explosion also no one did that
This tutorial is gold, thank you Moeen. Btw, that blackboard where you explain the different solving methods, where can you get it? Is it a downloadable app?
No problem, you're welcome! I used Krita for that. It's a free drawing app. I just threw a chalkboard texture on there for the background and chose a chalk type brush. I also have a drawing tablet that integrates with it. I hope that helps😁
Thanks for sharing and make our learning easier! At 37:41 why the target field name is "vel"?
Hi just wondering if it's possible to make whitewater shader for karma xpu ? I am able to get the uniform volume but how to add specularity into that ? I am trying to render it snow and whiter water in river. karma cpu works fine but when it comes to xpu unable to get that reflection onto that whitewater
Thank you soo much for this video :). I have a small doubt tho, like how can we use the helix method in a flip tank ???. In a way trying to create a vortex kind of feel ??
once again, you have provided such a wonderfuly comprehensive and cool tutorial!! Thank you so much man. One question, when i use the file cache, even after caching the simulation runs very slow. Am i caching improperly? Or is my PC simply too slow? for refference im on an intel i7 and rtx 3070 ti, 32 gb of ram. thanks again!
No problem, you're welcome! So, firstly, ensure that the file cache node is set to "load from disk". There's a checkbox that you can tick to make sure it is loading from disk. Additionally, it is dependent on the speed of the drive that you're loading from. If it's an HDD, it will load slower. If it's an SSD or an NVME, it will load faster. Your PC specs seem more than sufficient, so just make sure that you are loading from disk. Let me know if you're still having that problem👍
hey should i buy 32gb ram
or 64??
@@NineBetween
as Always, its amazing how you can provide to us such quality content :D
Also... I have Three questions:
1.Will you do videos about ragdoll solver?
2.What about WhiteWater SOP Solver which will be in Houdini 20?
3.Maybe not about fluids, but what "burn" attribute does in Pyro Solver? Every Field in Pyro is not much trouble for me besides burn. I really dont know what this is doing , why and how. as simple as possible :D
Ty!
Burn is needed for fire. If you dont need fire ( just smoke ) you dont need burn.
Burn is a field, which is an attribute for pyro.
Go get gnomon' pyro tut, lecturer is alasgar hasanov. That is a good one and still quite up to date workflow wise
@@felixxia3604 Ty :D
is it normal for my object to come out black when doing the first few steps of putting in the flipobject and flipsolver?
I followed everystep but when you add the flip solver and object all my particles become black instead of blue, then when I select particle field it just adds 4 massive boxes any idea why?
Just wow
I couldnt find the video where he explains why he lower the particle scale inside the volume rasterize, is there a reason why he goes to 0.05 or in wich video he explains it ¿?
I love your tutorials, the way you explain things is so good and easy to understand really :D
Thank you! I appreciate the kind words. In the two volumes videos I explain how it works. I'll go over it quickly here so you don't have to go find it:
The particle scale is set to a default value of 1. This means that each particle is treated as a sphere with a diameter of 1 unit. This causes massive volumes because each point is effectively a large sphere. The value should reflect the size of each particle. 0.05 is just a decent value for the scale of our scene, but it's okay to go higher or lower. Additionally, if the points being rasterized have a pscale value, then Houdini multiplies the pscale value by the particle scale value. eg. if a particle has a pscale of 0.1 and the particle scale is 2, then the resultant scale will be (0.1*2) or 0.2. I hope that helps!
Thanks a lot @@NineBetween its amazing the way you explain things really, thanks a lot for taking the time to explain this :D And thanks for sharing your experience
hey, how long its been now you are using houdini?
next part plz
Hi friend, a question, how do I insert a green background video into Houdini, is it possible?
sir teach how to create bubbles in houdini 19.5
Hey! It's quite a specific request, but I'll try to include it into one of these Flip parts :)
Is there a Discord community?
Now we need a tutorial for amazing WHITEWATER!😉😏
For system requirements for beginners
Shouldn't you be doing your dopnet on the object level and not the geometry level?
Hey, there's no significant difference. In fact, the newer workflows encourage SOP level solving. By doing it at the SOP level, it removes a layer of separation in some way. It allows data to more easily flow from the dopnet into the rest of the network. Again, it isn't a major difference, but if you prefer separating your dopnet out to the object level, you can. I hope that helps😁
Thank your @@NineBetweenthat does. I'm new to Houdini so it's a lot to take in
Have you heard of VaatiVidya? You sound just like him haha
Vaati is Australian, Nine Between is South African.
Completely different dialects