Nicole Kennedy Design

Ideation, Creation & Everything In Between

Flip Fluid Waterfall – Particles, Part 5

My waterfall is now at the stage were it is creating a much more turbulent look as well as showing that velocity has been created. I am changing the shape of the particle source in order to produce a more interesting turbulent environment for the fluid to interact with.

At this stage in the tutorial after changing the scale velocity in the source_surface_from_EmitterGeo node in the Dop network from 1 to 25 I have re edited it down to 13 so that the particles have a more realistic appearance now.

Screen Shot 2014-01-09 at 14.11.33

Returning to the object level in the network view the lecturer talks about how he would like to see the top of the waterfall being a little higher of the ground as to give the particles an even more interesting landscape to interact with.

Screen Shot 2014-01-09 at 14.13.36

In order to increase the height of the top of the waterfall I needed to navigate to the landscape node in theobject level as shown above when in the landscape level I had to go to the last polyextrude I had done which is called polyextrude4. From here I was able to increase the translate value of the y axis from 0.98 to 2.38.

This slideshow requires JavaScript.

The next thing I had to do was increase the height of the emitter so that the particles would be emitting from the top of the waterfall this was done by going to the object level and going down into the EmitterGeo level in which there was a node called grid1 which I could then select and use the move tool on the left hand shelf to move the emitter up on top of the waterfall.

Screen Shot 2014-01-09 at 14.15.12

This is the process I have just talked about here is the grid1 moved to the top of the higher waterfall so now the particles will emit from the top of the waterfall instead of from inside the geometry had it not been moved.

Screen Shot 2014-01-09 at 14.15.53

Here is a video to show a preview of how the higher waterfall looks and how the particles interact with their new environment.

The next stage in the tutorial was to edit the particle_fluid node in order to find this node I had to return to the object level and the node was in the middle of EmitterGeo and particle_fluidinterior as shown in the image below.

Screen Shot 2014-01-09 at 14.24.50

The next stage was to locate the import_particle node which was find within the fluid_particle node. This network is quite confusing and there is quite a few nodes already included but the point in this is so that I can gather all the data together i’m going to need for the white spray simulation and to write out a particle fluid simulation. Screen Shot 2014-01-09 at 14.25.52

In the slideshow below you can see some changes that have been made in order to edit the visualisation types of the particles.  A new field is created by pressing the plus button on the left hand side which enabled me to create the field surface and edit its visualisation from invisible to smoke.

This slideshow requires JavaScript.

The next step in the tutorial was to create a ROP output driver which was done by using the tab menu which can be opened by pressing tab in the network view and typing out whatever command you need in this case I just typed in ROP and I was given the three options shown below.

Screen Shot 2014-01-09 at 14.28.43


I had to then place the rop_geometry1 node as it came pre named and place it in the network view I then had to connect the import_particle node to the rop_geometry1 node which was done by clicking on the buttom of import_particle until the string came out and placing the string on the side of the rop_geometry1 node.


Screen Shot 2014-01-09 at 14.28.56




Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s


This entry was posted on January 9, 2014 by in Creative Experimentation, Creative Strategies, Houdini, Special/Visual Effects and tagged .
%d bloggers like this: