FLIP Simulation Whitewater in Houdini & Redshift

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  • เผยแพร่เมื่อ 21 ต.ค. 2024

ความคิดเห็น • 65

  • @raw_pc
    @raw_pc 4 ปีที่แล้ว +1

    The Best strikes again with a huge thunderbolt of knowledge. Thank you ! 🤗

    • @bubblepins
      @bubblepins  4 ปีที่แล้ว

      roaring thunder! Thanks for watching!

  • @Wardenlw
    @Wardenlw 3 ปีที่แล้ว +1

    honestly sick tutorials from you. its a space in need of more instruction and you do a great job of providing high quality stuff!

    • @bubblepins
      @bubblepins  3 ปีที่แล้ว

      Thanks for watching!

  • @flurishart612
    @flurishart612 3 ปีที่แล้ว

    Your videos are so helpful Bubblepin, ty!

    • @bubblepins
      @bubblepins  3 ปีที่แล้ว

      That's awesome! Thanks for watching!

  • @fndpires
    @fndpires 5 ปีที่แล้ว

    Another great material, keep your amazing work! ✌️👽

  • @darviniusb
    @darviniusb 4 ปีที่แล้ว +2

    Great stuff, would love a standard basic whitewater shading tutorial to. Is ridiculous hard to get any good free info about whitewater rendering.

    • @bubblepins
      @bubblepins  4 ปีที่แล้ว +1

      I'm currently working on a Mantra tutorial, but it's taking a lot longer than I thought it would. :( Mantra has so many settings.... and it has like multiple rendering engines inside the Mantra....
      It is coming, hopefully soon... Stay tuned!
      Thanks for watching!

  • @pablocastelo7090
    @pablocastelo7090 5 ปีที่แล้ว

    Thank you!!! Your tutorials are great.

  • @Davesplaining
    @Davesplaining 3 ปีที่แล้ว

    Thanks for this video. Question, to my knowledge Redshift doesn't render volumes inside refractive objects, but it looks like you are? Are you doing some hack or workaround or how did you achieve it?

    • @bubblepins
      @bubblepins  3 ปีที่แล้ว

      Nothing special. I literally just applied a RS volume material and tweaked the density, scale, intensity, and so on parameters. Same with the water, RS comes with a water material by default so I just dropped that down. Are you having any issues with the render? I don't have RS anymore, but I will try to help out as much as I can!

    • @Davesplaining
      @Davesplaining 3 ปีที่แล้ว

      @@bubblepins ok good to know. We don't have exactly the same scenarios but I'm doing a river tutorial by Steve knipping, he renders the surface as both water and volume in mantra. I replicated this in Redshift by converting the flip sim to volume. They both render fine when I solo them but when I turn on both the volume inside disappears. So I'd just written off volume rendering in refractions entirely until I saw this and was a bit confused 😂

    • @bubblepins
      @bubblepins  3 ปีที่แล้ว

      @@Davesplaining He renders the water as volume as well? Is he rendering the white water foam as a volume? I do this too, but I find that the whitewater isn't as sharp when rendering as a volume, which is what a lot of SideFX tutorials demo how to do. I sometimes like to render the whitewater as particles, it makes the whitewater look very nice very easily.

  • @ParticleSkull
    @ParticleSkull 3 ปีที่แล้ว

    Great idea!

  • @KZLR
    @KZLR 4 ปีที่แล้ว

    Hey bubble pins! I hope you're doing well! I don't know if I asked you this when we chatted a month or so ago, but what video card do you use? Do you think Redshift is alright for large scale FLIP sims?

    • @bubblepins
      @bubblepins  4 ปีที่แล้ว +1

      Hi, I remember our chat! I use an RTX 2080. Redshift is definitely great, very fast. There is one thing that popped in my mind since our last conversation, Redshift is not good for Toon shaders, like stylized stuff, good for realistic stuff. Inbetween the time of our last conversation, Blender came out with a new release 2.83 and it's amazing! I want to do a video about it and how to export stuff from Houdini into Blender, but got so delayed with other stuff. Maybe you can wait awhile for my video first, because Redshift is quite expensive and Blender is free.
      But Redshift is definitely very good for Water shading, so fast compared to mantra. Keep in mind, Redshift will only help you render out the sim, when you're cooking the simulation that part still is CPU driven.
      Hope that helps!

    • @KZLR
      @KZLR 4 ปีที่แล้ว

      @@bubblepins I'll definitely look forward to that video! I've been eyeing that Blender update, and I've seen some 2.9 previews I believe that have some pretty neat additions as well! Apologies for the followup lol but what processor do you have? Love your channel, you deserve more subs!

    • @bubblepins
      @bubblepins  4 ปีที่แล้ว +1

      @@KZLR I have a pretty powerful CPU, Threadripper Gen 3, 3960x. I uploaded a blog post on the installation process of the build:
      bubblepins.com/blog/installing-amd-threadripper-3960x-gen-3?rq=threadripper
      yeah I can't wait for Blender 2.9 to get released, but I also have the alpha installed as well. The new pose brush is so cool, so awesome for animations that you don't want to setup a rig for.

    • @KZLR
      @KZLR 4 ปีที่แล้ว

      @@bubblepins Awesome thank you!!

    • @bubblepins
      @bubblepins  4 ปีที่แล้ว

      There's a Redshift Summer sale going on right now for all new Redshift licenses 30% off. This only applies to new users, so this does not apply to the maintenance licenses.
      www.redshift3d.com/blog/summer2020/
      I think you might be interested

  • @ol1175
    @ol1175 5 ปีที่แล้ว

    yeeeeeeee!!! Thank you so much. Awesome!!!

  • @pureteland4333
    @pureteland4333 2 ปีที่แล้ว

    VERY VERY MUCH THANKS

    • @bubblepins
      @bubblepins  2 ปีที่แล้ว

      Thanks very very much for watching! 😁

  • @danielwen5891
    @danielwen5891 4 ปีที่แล้ว

    Hi! I wonder if there is a way that those bubbles generated by whitewater can be used as kind of existing geometry that could also provide upwards force so it could lift something up?

    • @bubblepins
      @bubblepins  4 ปีที่แล้ว

      Thanks so much for the post! Much appreciated!
      If I'm understanding this correctly, you want the bubbles to physically affect another geometries in the simulation? If so, there are a few ways of doing this. You can try using the multi-solver node, which allows you to combine different types of simulation objects, for example FLIP object and RBD object. In your case it
      would be a POPnet and rbd. You can try making tweaking the force and velocity of the bubbles so it has a more powerful upward force, but to
      be honest this will take a lot of time tweaking, because as you increase the force of the bubbles, the bubbles will move faster. And you probably want the bubbles to move slowly but with power to lift up other objects.
      I would recommend a second method that I demonstrated in a different
      video involving Vellum and RBD objects:
      th-cam.com/video/R0dMD13X8FQ/w-d-xo.html

  • @jonassorgenfrei3966
    @jonassorgenfrei3966 5 ปีที่แล้ว

    Thank you very much for that great tutorial!!! I didn't get any depth value other than 0.0 if I don't provide a volume source in the whitewatersolver but you didn't link any there, how did you get the depth values?

    • @bubblepins
      @bubblepins  5 ปีที่แล้ว +1

      Thank you! The depth values should be coming from the whitewatersolver. I suspect you haven't cooked the whitewater simulation, yet. I'm not sure, only a hunch. You need to cook both FLIP sim and whitewater sim separately. But you need to cook the FLIP sim first and then go into whitewater sim and cook again.
      I'm sorry if I'm wrong about that. If it's not that, I'll need more information from you. Are you getting any whitewater particles?

    • @jonassorgenfrei3966
      @jonassorgenfrei3966 5 ปีที่แล้ว

      @@bubblepins Yeah right, it should come from the whitewater solver and I got the particles. But I had to choose the object_merge as volume Source in the Whitewatersolver, it seems to me it's missing the actual surface information. I'm not quite sure but the Emission Source just gets the emission VDB from the whitewater source. I think it's missing the sdf "surface" on that setup. I just found out about this comparing the shelf tools setup where the object merge was linked too.

    • @bubblepins
      @bubblepins  5 ปีที่แล้ว

      @@jonassorgenfrei3966 U R Right! I am so sorry! In the whitewatersolver in the Volume Source parameter you need to feed in the compressed data from the Object Merge (before the whitewater source node). I did just try out the scene from this video one more time and I still got the "depth" values even without the Volume Source in the whitewater solver. But you are right, it should be plugged in for more accurate results.
      I am curious, did that solve your issue after pluggin in the Volume Source?
      I will post a correction video. Thank you for pointing this out!!
      If you need an immediate solution, you can download the Houdini Project file, but that project file was made from the Shelf Tool. I should make the project file from this video available too. I will do that tomorrow.
      Sorry for the confusion!

    • @jonassorgenfrei3966
      @jonassorgenfrei3966 5 ปีที่แล้ว

      @@bubblepins Thanks for the approval, no problem, glad i could help pointing this out. Yeah that solved the problem.Still a great video I definitely learned much, and with your previous ones even solving this, thanks ;).

    • @ganjarcia
      @ganjarcia 5 ปีที่แล้ว

      @@bubblepins wow I just read all this and I had written you on your blog, without the source volume I was having bad behaviour also but that fixed it. So how was it you had the depth values come in without the volume? just curious...

  • @yomomma548
    @yomomma548 5 ปีที่แล้ว

    Bubbles from pouring water?

  • @karimoh3154
    @karimoh3154 3 หลายเดือนก่อน

    would you say this is still valid or are there newer ways to render white water in redshift?

    • @bubblepins
      @bubblepins  3 หลายเดือนก่อน +1

      The basics yes, but I'm working on a newer FLIP Fluid SOP Tools video. I was going to do some Food Commercial like chocolate dip or fondue so it's up to u if u want to wait.

    • @karimoh3154
      @karimoh3154 3 หลายเดือนก่อน

      @@bubblepins thanks for a quick response! If you do a new fluid tutorial, it would be great if you could show rendering in Karma you as well. It seems that there still is no white water shader out of the box.

    • @bubblepins
      @bubblepins  3 หลายเดือนก่อน +1

      @@karimoh3154 I did a very casual Water Rendering tutorial on Karma but in a Live Stream: th-cam.com/users/liveuvQgRFdSXyo?feature=share
      Not focusing particularly on whitewater, but more on water depth using karma. Whitewater in houdini uses volumes, which needs to be enabled specifically in Solaris lol ..... everything in Karma/Solaris needs to be enabled to render it out ... I think SideFX did that for optimizing the renders. I will remember to add that on my list when I edit the videos for the upcoming newer tutorial on FLIP Fluid SOP tools ! Thanks!

    • @karimoh3154
      @karimoh3154 3 หลายเดือนก่อน

      @@bubblepins interesting. I'll check that out tomorrow. Although from what I researched there is no "correct“ way to render whitewhater in xpu. By correct I mean the old whitewhater shader in Mantra which has some kind of specular on the volume... I am not sure I understand correctly what that forum thread was saying.

    • @bubblepins
      @bubblepins  3 หลายเดือนก่อน

      @@karimoh3154 I think u can render it anyway u want, but there is always a good practice way I guess. Karma XPU doesn't support VEX shaders, which is the old Mantra VEX materials. If u want XPU, you'll have to rebuild it with the new Karma Material builder.

  • @MyEmre1998
    @MyEmre1998 4 ปีที่แล้ว

    Its a very nice video but i have a problem with caching the whitewater, i watched also the correction video and downloaded the houdini file and its similar...the "whitewatersource1" in the whitewater_sim folder gives me an error "Invalid source: /obj/whitewater_sim/whitewatersource1/vdbactivatesdf1" and "Error: Unable to evaluate expression" do you know how to solve this problem ?

    • @bubblepins
      @bubblepins  4 ปีที่แล้ว

      May I ask what version of Houdini are you using? This should be ok for H17 and H18. I took a deeper look and tried to trace the error to the best I could, it's complaining about an internal node inside the whitewatersource node where it has some code that references other nodes within the same whitewater source node. So the only conclusion I could guess is that the whitewatersource node from my HIP file is not available on your installed version of Houdini. Try deleting my whitewatersource node and drop down a new whitewatersource node and copy over the parameters from my HIP file.
      Hope that helps!

    • @MyEmre1998
      @MyEmre1998 4 ปีที่แล้ว

      @@bubblepins I use Houdini 18.0.460, the newest version i think...so i deleted the whitewatersource in your hip file and replace it with a new whitewatersource with my houdini version with the same parameters and there is not the same error anymore...but if i do the same in my hip file, it doesnt change anything. Btw, Thanks for the answer. :)

    • @bubblepins
      @bubblepins  4 ปีที่แล้ว

      @@MyEmre1998 Are you trying to recreate the scene and the error comes up in your version? Is it the same error message? Or something else? And the whitewater source requires that you cook the cache from the flip sim before you can feed it into the whitewater, I wonder if there's anything that went wrong in the flip sim cache.

    • @MyEmre1998
      @MyEmre1998 4 ปีที่แล้ว

      @@bubblepins I recreated the scene and used also the same cache file for my flip fluid, emitter and collider...but the problem doesnt gone. its not the same error, it doesnt find the cache files in your hip scene and yes i did a cache for the flip sim as well :) if i do a nother scene with other objects and a new flip sim etc. then is no error there. Thx for your help :)

    • @bubblepins
      @bubblepins  4 ปีที่แล้ว +1

      @@MyEmre1998 oh.. the file cache directory is pointing to my hard drive location, you'll need to change the file cache directory to point to some place on your hard drive.
      Hope that helps!

  • @user-xjcltmddn
    @user-xjcltmddn 4 ปีที่แล้ว

    10:58 my whitewater is not working like your video. Enable Repellants On, but my whitewater is not spreading like yours. i did't touch anything else

    • @bubblepins
      @bubblepins  4 ปีที่แล้ว

      Hi, it's a little harder to say what's wrong, because there are so many factors in Houdini, I have made the HOudini HIP file available for download. The link is in the description above. You can check it out and compare some of the parameters.
      Hope that helps!

    • @user-xjcltmddn
      @user-xjcltmddn 4 ปีที่แล้ว

      ​@@bubblepins fill volume source parameter, it's working! thank you!

    • @bubblepins
      @bubblepins  4 ปีที่แล้ว +1

      @@user-xjcltmddn lol yeah... there's a correction video about that
      I'm happy you solved the issue! Have fun Houdini-ing.

    • @user-xjcltmddn
      @user-xjcltmddn 4 ปีที่แล้ว

      ​@@bubblepins first, volume is not shown for rendering view. so i increase light option's 'contribution scale'. but when i rendering volume with flip tank(water sim), not shown for rendering view. increase Rs volume>Scatter Coefficient and contribution scale, not shown. please help me ㅠㅠ. why my volume is not shown when it inside flip tank?

    • @bubblepins
      @bubblepins  4 ปีที่แล้ว

      @@user-xjcltmddn hmmm... Turn up the lights in your scene (make it brighter or try a different HDR light map with high contrast) and turn down the absorption coefficient, to make the volume thicker and more easier to see. Do this as a test to see if everything is working properly. If after doing this and you see the whitewater volume starting to render, then you'll know that you need to adjust these parameters to make it more visible. And the last thing is double check you have the Blue Render flag on the geometry node.
      And I wasn't sure what was your main issue, so I added the following comments in case this relates to you. I wasn't sure, ignore the following if it doesn't apply to you:
      Are you using the whitewater particles in the video? In the video, I do it a bit differently and use particles instead of the volume that is generated by the Whitewater Shelf Tool.
      If you choose to render Whitewater PARTICLES (like shown in the video):
      You need to enable the particles for Redshift. Go to the whitewater particle Geometry object (the /obj level) where you have the "Redshift Obj" tab ==> the "Particles" tab ==> "Render Object as Particles". As shown at 17:20 in the video.
      If you choose to render Whitewater VOLUME (the default Shelf Tool setup):
      If you want to render the Whitewater VOLUME instead of particles, you need to add a RS Volume material to the whitewater volume.

  • @iskanz2453
    @iskanz2453 5 ปีที่แล้ว

    Ocean Flat Tank shelf tool, how to make a surface after a wavetank of arbitrary shape with waves?

    • @bubblepins
      @bubblepins  5 ปีที่แล้ว

      I was going to create a video on this soon, but haven't gotten to it yet. There's a node fluid particle surface that will flatten the FLIP water so you only get the surface geometry of the FLIP and then you use that to blend it with the ocean geometry. The Ocean sim is very different from the FLIP sims. I made some Ocean sim videos previously, if you need info on that.
      I plan to make a video on how to mix Ocean and FLIP together soon, it's on the topic list.

    • @iskanz2453
      @iskanz2453 5 ปีที่แล้ว

      @@bubblepins If you will be making a video, may I ask you to pay attention to the following:
      In the rectangular wavetank box, the whole particle simulation takes place. How to make a surface outside the wavetank of any shape, for example a round or trapezoidal pool in the center of which there is a wavetank.

    • @bubblepins
      @bubblepins  5 ปีที่แล้ว

      @@iskanz2453 Are you turning a trapezoidal geometry into a FLIP object?

    • @iskanz2453
      @iskanz2453 5 ปีที่แล้ว

      @@bubblepins Now I am making the emitter a pop object, and the water surface is a flip or flat tank, how can I make a collision of a flip or flat tank with a pop object?

    • @bubblepins
      @bubblepins  5 ปีที่แล้ว

      @@iskanz2453 Have you tried using a multi-solver? Multi-solver allows you to mix different solvers in the dopnet. However I find that there are limitations. For example, I tried using the multi-solver with vellum and rbd and it didn't work for me.

  • @Masarra2017
    @Masarra2017 4 ปีที่แล้ว

    Please, Madam, I could not understand anything from this educational video .... Can you do a new lesson and have the render with mantra from the beginning of the work to the render ....please