|10 October 2012||#1|
Join Date: Mar 2009
houdini flipfluids vsrealflow particles
Hi. I have some question... What i should use.. Realflow or Houdini.
In Houdini i mentioned that they make some scan of your object for its collisions (on every frame when animated where you can set the divisions)
How does Realflow do this?
I thought rf was just using the mesh you made as the collider... Or is it also using some scan of your geometry model based on its position and scale in background?
Im familiair with both but just started experience more with Houdini because of there shatter functionality and because its for my fx td study
Second: whats the fast working programme?
Third: whats the best in production pipeline? ( i mean with exporting liquids to other apps / not with other tools or node based functionality)
Fourth: Realflow node based in versio 2013 was presented on the Fmx at Stuttgart. Little dissapointed that they where talking about the next limit history and when they opened 2013 all i was see was errors every time. Is it already on the market? If yes, is it working good with nodes?
|10 October 2012||#2|
Technically an artistportfolio
Blue Sky Studios
New York, USA
Both packages do a great job at simulating. I believe that both packages support distributed simulations on farms.
The scan you are talking about in is most likely houdini generating an SDF. That is just a type of volume used for collisions (visualized as a surface). RF probably does something similar under the hood, to calculate it's own collision with hybrido.
Both have their pros and cons.
Both companies have great people working for them.
Realflow 2013's node based workflow is still in alpha I believe. That's what I remember Gustavo saying at Siggraph.
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|10 October 2012||#3|
london, United Kingdom
Join Date: Nov 2011
I think if you are just and strictly talking large scale fluids, then Realflow 2013 looks set to trump the particle count of H12. I watched a video from The Mill this morning and a guy said on testing he had it up to 200 million or so.
Also the secondary sims on this are supposedly quite fast, but not having used it I can't say.
They have re-written the solver though, which will make a HUGE difference.
Of course with this you would need an external package that could render that. I guess something like Krakatoa if and when it becomes standalone or something in-house.
I think the thing to bear in mind is Houdini does Everything else! Which is much more important for an fx artist rather than a fluid specialist.
So that's why I would recommend learning Houdini, and then realflow down the line. Realflow is a very easy package to pick up, once you have some core principles down.
Also at the moment, the realflow solver is not technically accurate. Whereas Houdini uses the Flip method, which is implicit rather than explicit. Basically realistic simulations.
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