Researching fluid sims, advice request.

   4270   5   0
User Avatar
Member
5 posts
Joined: 6月 2013
Offline
First apologies if this is going over well trodden ground, I've done a lot of searching but struggled to find anything definitive.
I'm currently looking into fluid sims to be used to create splashes, pours and other shapes in drinks advertising, both animation and stills.
One option is obviously Realflow which I know will do the job and work well with our current Cinema 4D VRay ‘pipeline’.
I'm also interested in Houdini as, for a similar investment to Realflow, it offers so much more functionality.
I'd be very grateful if anyone could offer their insight on the questions below, I realise that they are somewhat subjective, it is not my intention to start any sort of flame war!

Can I expect to get similar results in Houdini to those from Realflow, in terms of detailed, realistic splashes? My guess is that this will largely be down to me and my ability to learn the software.

Can I create splashes morphing into specific forms, such as a tree or logo? I'm guessing yes as Houdini seems to be ridiculously powerful, its a case of knowing how to do it.

Which leads me to my final question, how steep is the learning curve? Will I get good results from Realflow more quickly?

I want the answer to be yes, get Houdini, it can do all of those things and more and you'll be up to speed in no time! I've been interested in it for a while and this could be a great opportunity. But the deciding factor has to be getting the results we need on time.

Thanks for you help.
User Avatar
Member
641 posts
Joined: 6月 2006
Offline
first of all houdini is a matrue tool if you have got time for the learning invest your time in houdini. if a project is coming soon and you know a bit realflow take realflow.

houdini has so much possabilities in it you can reach a quality level that no other single tool can reach or even combined. but to reach that level you have to learn alot!

for some tutorials:

sidefx tutorials:
http://www.sidefx.com/index.php?option=com_content&task=blogsection&id=14&Itemid=132 [sidefx.com]

peter quint's tutorials:
https://vimeo.com/user2030228/videos [vimeo.com]

just shortly seen on odforce a wonderful explaintation about houdini from “old school” #7:
http://forums.odforce.net/index.php?/topic/17105-short-and-sweet-op-centric-lessons/ [forums.odforce.net]

the best thing is invest a weekend for both tools and look what they can offer. a week late invest some time in one tool and again a week later invest it in the other tool.

good luck
User Avatar
Member
4189 posts
Joined: 6月 2012
Offline
This might help. RealFlow to Houdini discussion;

http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=28493&highlight=fluids [sidefx.com]
User Avatar
Member
5 posts
Joined: 6月 2013
Offline
Thanks guys.

I have spent some time with both Houdini and Realflow, not enough though. I've been working through some FXPHD classes on Houdini and Digital Tutors RealFlow videos.

I think Mandrake is correct, if I have time go for Houdini, if I don't then go for Realflow.
User Avatar
Member
304 posts
Joined: 5月 2006
Offline
I think the time you spend in Houdini will revert, not just on the same sims as on Realflow, but also on better results.
So, yes, it will take more time (as you´re learning a whole 3D software, not just a sim or specialized software) but the quality on Houdini will probably be superior.
And it´s not just about crunching huge particle sim numbers (which by the way h 12.5 is amazing at).
There´s that “last 15%” syndrome, which makes things look either “just good” or excellent. Because retouching stuff in Houdini is so much easier you will always get that final edge that it´s so elusive from most other projects.

I must admit I still haven´t tested RF2013, which I´ve been reported to be much better than 2012, but I don´t see how some Houdini workflows will be replicated on an app which just covers the sim part.
Javier Meroño
FX TD.
User Avatar
Member
5 posts
Joined: 6月 2013
Offline
Thanks Netvudu. It all comes down to time, I'm acutely aware of investing time wisely, hence trying to do the research up front. You could well be right though, Houdini may not get me results as quickly but once I begin to get up to speed the results will be better and I'll have a set of skills that can be applied to things other than liquid sims.

If for instance I want to pour vodka from a bottle, have it splash in a glass and the splash form a logo. I'm sure this is achievable in Houdini but is it a case of “its doable but it will take you a year to learn” or a case of “its doable and you'll be getting acceptable results after a month or two of weekends”. I know I'm asking “how long is a piece of string” but roughly, am I mad or not?
  • Quick Links