Mark Fancher
markfancher
About Me
3D artist + designer + educator specializing in simulations and proceduralism in Houdini.
EXPERTISE
Generalist
INDUSTRY
Advertising / Motion Graphics
Houdini Skills
ADVANCED
Procedural Modeling | Cloth | VEX
Availability
I am currently employed at Already Been Chewed
My Gallery
My Tutorials
Recent Forum Posts
Day 4 | Elements: Fire July 4, 2020, 11:45 p.m.
Pop fluids advected by fire
Day 2 | Elements: Wind July 2, 2020, 11:45 p.m.
Fluid Surface - Intermittent Blob at Origin (OpticalFlow Tut) Feb. 7, 2018, 8:58 p.m.
Hey Tom,
Nice catch!
This is indeed affecting my setup in the same way as you describe above, although it's not very apparent - likely due to the “centered” nature of the input I think I just assumed it was supposed to be there, haha.
After diving into the fluid source node and having a look at what it's actually doing, I've come to the realization that it's a bit unnecessary to have all that for this setup. So here's what I did instead:
1. Disable the Fluid Source node.
2. Replace with a point jitter node with the scale set to ~0.1 or whatever amount of randomness works for your setup.
3. In the following Attribute Transfer node, add “v” to the attributes listed under the points.
I hope this helps, and thanks for reaching out!
- Mark
Nice catch!
This is indeed affecting my setup in the same way as you describe above, although it's not very apparent - likely due to the “centered” nature of the input I think I just assumed it was supposed to be there, haha.
After diving into the fluid source node and having a look at what it's actually doing, I've come to the realization that it's a bit unnecessary to have all that for this setup. So here's what I did instead:
1. Disable the Fluid Source node.
2. Replace with a point jitter node with the scale set to ~0.1 or whatever amount of randomness works for your setup.
3. In the following Attribute Transfer node, add “v” to the attributes listed under the points.
I hope this helps, and thanks for reaching out!
- Mark