To whoever have doubts about the cache like me, if you are using 'explicit path' instead of 'constructed' in the file cache node, you need to replace $F with $FF or $T in order to write the substeps correctly. I would use $FF in 'constructed' path just in case too. You can see more info by hovering the cursor in the 'substeps' option in the file cache node.
He didn't cover all aspects, he skipped over how to cache the sim and went straight to importing the cache files. I'm confused now how to create the cache.
Thank you for this amazing tutorial. I'm new to Houdini and this really helps! But I have a question: I followed your tutorial exactly but caching the fluid sim took AGES. And my system isnt that bad at all. At one point I just cancelled it and went to bed. Today I saw that every file saved in the cache folder was just 2kb and this obviously cant be right. I just used the same houdini file and lowered the substeps in the I/O to 4 to try it out again and it worked. This was also noticable since every cache file had different sizes just like in your video. But I encountered a problem later. I now did this whole thing again and I again have only 2kb for every file but I cant fix it again and forgot what I did to fix it earlier. Can anyone help me? I am on 20.5 EDIT: HA! I remembered. Maybe this is just a complete beginner mistake but maybe there is also a complete beginner making the same mistake. Before caching in the "dopimportfield" node that you see at 11:13 it says "presets" on the bottom. Click it and choose "flip fluids". If I think about it, it makes sense because you have to tell it what to cache. But I just couldnt figure it out earlier.
Hi, you can create a Null objects in the obj context and use the edit parameters interface to add a float slider. Simply right-klick it and copy parameter and go to you retime sop and paste relative references into the frame retime slider. Now you can control the retime from outside your sop network
Hi! I got this to sim with the .0005 , but redshift would crash when I tried to render, so I re-simmed at .001 and made sure to change it to v2 on the file cache after the DOP I/O, but now the position of the bottle is slightly off and I didn't change any settings. I did change the re-time by 1 frame but since the control null is affecting both retimes, that shouldn't matter. Super weird!
Hello! really nice tutorial, but I have a problem, my geometry after retime just go through the simulation, there is a small offset, I don't know why, any idea?
hey I bought an orange off your csgtrader page today but RS doesn't render any texture on it? it never happened to me before so I am really clueless on this one
i did not understood the retime part. I wanted to do your idea whitout watching the video step on step, so I created the fluid sim in a geo node with a dopnet by myself, all this part is working, but i never did a retime before and its not really working. Did u just animate the retime parameter in your null? because i tried it but it dosent affect anything at all
My particles just disappear when I hit play, even without initial velocity. Any ideas? Thank you for the video! Edit:... it helps to make sure the simulation box actually includes the emitter.....
probably reducing the substepts right? every substep is a new calculation (i think) and the substeps ini the sim are put to 8 for the retime. @@joshmethven4710
Wonderful tut thank you! Is id really necessary in parts retime node ? Isn't Hou using point number without it ? I have tried to remove it and it seems to work properly without it...thanks!!
@@FabianStrube hey! yeah sorry, I figured it out. I just had to point he UV group to the FBX data and it worked. Thank yo so much for replying. I do have another quesiton though, your PC is running this sooo smothly, what spec do you have? I have a i9 13900ks and 4090 and in struggles, it actually can't even cache 0.0005 like you did. What are you runningg and have you optimised something somwehre? Thank you so much!
Half of my fluid ball keeps going through my geometry even though I’m using 8 substeps on the retime node and the flip solver. I decreased the particle separation and decreased the division size on the object. How can I fix this?
@@FabianStrube Thank you for a great tutorial. Sorry for all the questions if you got the time. Using the trail sop after the retime will set all my v to 0 in the splash any idea what I'm doing wrong? - I tried just skipping the trail node and go directly into the att transfer which works but gives me crazy v values but maybe they just are a bit crazy the way I'm smashing my objects together?
@@JonasJCom Hi, no problem, glad you figured it out. I had some trouble with the velocity after retiming it myself. The trail sop set to compute velocity helped to calculate it again. Usually you can set the retime to scale velocity but it didnt really work for me. Seemed like a weird bug, since it put all my velocity to 0
It would have been nice if you explained more about the CACHE step for those who are not so knowledgeable... Can't get CACHE to run even though it saved it
YES! The cache step was super important since you can cache from the dopnet. Or the output in the solver. Or make a filecache node which I don't know where to do any of the cache since NONE of the attempts I have made will cache the substeps like is shown in the video.
To whoever have doubts about the cache like me, if you are using 'explicit path' instead of 'constructed' in the file cache node, you need to replace $F with $FF or $T in order to write the substeps correctly. I would use $FF in 'constructed' path just in case too. You can see more info by hovering the cursor in the 'substeps' option in the file cache node.
So great tutorial. I love slowmo guys videos of all their Phantom footage and this is super great for water vfx !
Really well done tutorial, and appreciate you covered all aspects of the project, including materials and lighting. Great job.
Thanks alot!
He didn't cover all aspects, he skipped over how to cache the sim and went straight to importing the cache files. I'm confused now how to create the cache.
I'm happy I have find your channel, It is amazing! Thanks for your work!
Thank you Fabian. I was struggling with UV changing. After watching your video, I realized that I should apply only P in the retime SOP. Thank you
Thank you for this amazing tutorial. I'm new to Houdini and this really helps! But I have a question: I followed your tutorial exactly but caching the fluid sim took AGES. And my system isnt that bad at all. At one point I just cancelled it and went to bed. Today I saw that every file saved in the cache folder was just 2kb and this obviously cant be right. I just used the same houdini file and lowered the substeps in the I/O to 4 to try it out again and it worked. This was also noticable since every cache file had different sizes just like in your video. But I encountered a problem later. I now did this whole thing again and I again have only 2kb for every file but I cant fix it again and forgot what I did to fix it earlier. Can anyone help me? I am on 20.5
EDIT: HA! I remembered. Maybe this is just a complete beginner mistake but maybe there is also a complete beginner making the same mistake. Before caching in the "dopimportfield" node that you see at 11:13 it says "presets" on the bottom. Click it and choose "flip fluids". If I think about it, it makes sense because you have to tell it what to cache. But I just couldnt figure it out earlier.
Hi can you explain how your node Null CONTROL get you a frame section at 14:07 ? I don’t have it…. If anyone can help me
Hi, you can create a Null objects in the obj context and use the edit parameters interface to add a float slider. Simply right-klick it and copy parameter and go to you retime sop and paste relative references into the frame retime slider. Now you can control the retime from outside your sop network
That was a beauty! thank you
Hi! I got this to sim with the .0005 , but redshift would crash when I tried to render, so I re-simmed at .001 and made sure to change it to v2 on the file cache after the DOP I/O, but now the position of the bottle is slightly off and I didn't change any settings. I did change the re-time by 1 frame but since the control null is affecting both retimes, that shouldn't matter. Super weird!
Hello! really nice tutorial, but I have a problem, my geometry after retime just go through the simulation, there is a small offset, I don't know why, any idea?
I did excatly same as you but with my model and two flip objects with merge pin to flip solver, and after retime i have very bad and strange glitches.
hey I bought an orange off your csgtrader page today but RS doesn't render any texture on it? it never happened to me before so I am really clueless on this one
Hi, can you check if the uv attribute went missing somewhere on the way?
@@FabianStrube thanks Fabi for such a quick response. will check in a minute but it’s strange as it’s ok textures in vray 👀
@@FabianStrube just found the "bug" - imported obj has attribute of "shop_materialpath" in it so it overrides the material set in file sop it seems
Incredibly helpful, thank you!
absolutely gorgeous
thx very simple and cool!
i did not understood the retime part. I wanted to do your idea whitout watching the video step on step, so I created the fluid sim in a geo node with a dopnet by myself, all this part is working, but i never did a retime before and its not really working. Did u just animate the retime parameter in your null? because i tried it but it dosent affect anything at all
arouses admiration✨💎
My particles just disappear when I hit play, even without initial velocity. Any ideas? Thank you for the video!
Edit:... it helps to make sure the simulation box actually includes the emitter.....
Amazing tutorial - anything to help the 6+ hour caching on the simulation or is this normal?
I have the same problem with 32 RAM :( curious to have a reply.
@@damiencesure2848 I’ve figured out this is normal unfortunately 😬
@@damiencesure2848 however not sure if there’s anything that can speed it up?
probably reducing the substepts right? every substep is a new calculation (i think) and the substeps ini the sim are put to 8 for the retime. @@joshmethven4710
How you Render the substeps pls
Wonderful tut thank you! Is id really necessary in parts retime node ? Isn't Hou using point number without it ? I have tried to remove it and it seems to work properly without it...thanks!!
Do you have a .hip file to share?
AMAZING AND DETAILED WORK . JUST CURIOUS TO KNOW HOW U INSTALL MEGASCAN PLUGIN FOR H19 I AM TRYING TO INSTALL BUT ITS NOT SHOWING IN SHELF
Thanks alot! I did it with this Guide: help.quixel.com/hc/en-us/articles/360002427238-User-Guide-Megascans-Plugin-for-SideFX-Houdini
goodstuff.. thank you!
very beautiful effect..Keepup
Wonderfully simulated fluid, Good job.
Very concise and informative, thanks a lot!
I cant seem to get the textures right at all, the UV's don't line up - any idea how to get them to line up? thank you!
Hi, do you mean the lime uv and texture? Are you using the right texture set, since the model comes with different variants
@@FabianStrube hey! yeah sorry, I figured it out. I just had to point he UV group to the FBX data and it worked. Thank yo so much for replying. I do have another quesiton though, your PC is running this sooo smothly, what spec do you have? I have a i9 13900ks and 4090 and in struggles, it actually can't even cache 0.0005 like you did. What are you runningg and have you optimised something somwehre? Thank you so much!
Half of my fluid ball keeps going through my geometry even though I’m using 8 substeps on the retime node and the flip solver. I decreased the particle separation and decreased the division size on the object. How can I fix this?
Did you check "use deforming geometry" on the static collision Object?
@@FabianStrube Yes, I did. It’s definitely animated in the Flip Sim. Could scene scale be a factor?
@@kextnext yes, it might be. Do you work in Real scale?
@@FabianStrube I fixed it! The deforming object shelf tool applied itself to the retime node instead of the animation. Thanks for your help!
Hi! Loved your tutorial! Can I ask you how to export this animation in abc for C4D ? Thanks you!
Thank you! Just add an alembic rop after you meshed the Fluid and Export it 😊👍
How did. you calculate the initial v for the flipfluid to make it hit the animation? - Trial and error or is there a good way to calculate it?
It was a trail and error. But with the particle position and a velocity you should be able to calculate a future position of a particle in time.
@@FabianStrube Thank you for a great tutorial. Sorry for all the questions if you got the time. Using the trail sop after the retime will set all my v to 0 in the splash any idea what I'm doing wrong? - I tried just skipping the trail node and go directly into the att transfer which works but gives me crazy v values but maybe they just are a bit crazy the way I'm smashing my objects together?
ahh got it working with a shorter shutter speed and using the v directly from the retime without the trail node
@@JonasJCom Hi, no problem, glad you figured it out. I had some trouble with the velocity after retiming it myself. The trail sop set to compute velocity helped to calculate it again. Usually you can set the retime to scale velocity but it didnt really work for me. Seemed like a weird bug, since it put all my velocity to 0
Thank you!!!
do you provde the hipfiles for this tutorial?
Unfortunatly not
It would have been nice if you explained more about the CACHE step for those who are not so knowledgeable... Can't get CACHE to run even though it saved it
YES! The cache step was super important since you can cache from the dopnet. Or the output in the solver. Or make a filecache node which I don't know where to do any of the cache since NONE of the attempts I have made will cache the substeps like is shown in the video.
amazing tutorial man love it
Substep is missing in my retime node. I check some video on youtube as well they don't have the substep option too. how can i get it?
Are you using houdini 19?
@@FabianStrube I’m using Houdini 18.5
@@FabianStrube I can find it in the Parameter interface but it’s locked
@@ssaadd13579 I just checked it. It seems like they added the parameter in H19 for the retime Node.
@@FabianStrube thanks a lot!
Great video!!
amaizing!!!
how do you get the frame slider inside the control null?
On each Node in Houdini you can "edit parameter interface". There you can add different types of extra controls to your nodes.
Which one did you took?
very nice
Thanks for this great tutorial...
Really appreciate.
Expect more food tutorials
What system do you have?
Amd Ryzen 9 - 16 Core with 128 GB Ram :)
@@FabianStrube same but 64gb)
Thank )