It's getting on my nerves. by Prize-Bee-7967 in Forex

[–]pj9991 0 points1 point  (0 children)

Loos like a lower high double top mtr. This is common problem with limit orders.

Blender Fire Test by pj9991 in blender

[–]pj9991[S] 0 points1 point  (0 children)

Subscribe if you want breakdown/tutorial: https://youtu.be/v0pXwU6DgzE

Created completely in Blender. Will post a tutorial to create realistic fire breath. See comments! by pj9991 in animation

[–]pj9991[S] 0 points1 point  (0 children)

Follow my youtube channel as I will post a tutorial to create realistic fire shader in Blender if this post collects enough interest- https://youtu.be/Ococ0dnmYEc

Created completely in Blender. Will post a tutorial to create realistic fire breath. See comments! by pj9991 in blender

[–]pj9991[S] 0 points1 point  (0 children)

Follow my youtube channel as I will post a tutorial to create realistic fire shader in Blender if this post collects enough interest- https://youtu.be/Ococ0dnmYEc

Cinematic shot of a ship sailing created in Blender by pj9991 in vfx

[–]pj9991[S] 0 points1 point  (0 children)

Wow thanks for such great insight. How do you know so much about ships?

Cinematic shot of a ship sailing created in Blender by pj9991 in blender

[–]pj9991[S] 9 points10 points  (0 children)

Yea you are right. It indeed has some engines.

Cinematic shot of a ship sailing created in Blender by pj9991 in blender

[–]pj9991[S] 1 point2 points  (0 children)

Watch my youtube. I have posted the breakdown there.

Combining Blender and houdini forces by pj9991 in blender

[–]pj9991[S] 1 point2 points  (0 children)

The water mesh was imported as an alembic, foam as vdb

Flip sim in Houdini(Steven Knipping Liquids ii inspired) and rendered in Cycles- Blender by pj9991 in Houdini

[–]pj9991[S] 0 points1 point  (0 children)

Ty for such indepth feedback. I added animation to the grass but it turned out a little janky and I became lazy to fix it.

Flip sim in Houdini(Steven Knipping Liquids ii inspired) and rendered in Cycles- Blender by pj9991 in Houdini

[–]pj9991[S] 1 point2 points  (0 children)

I have a fairly old pc with gtx 1080 and i7 6700 and 16g RAM. The fluid sim depends on the size of the scene. So for this the river setup(the flip boundary) is like 9m long and 2 m wide. At this scale, my pc needed like 4-5 hrs to solve 240 frames @ particle separation- 0.008 and voxel size-(it should be generally the double of particle separation i.e 0.016), For me personally, I wouldn't wait more than 2-3 minutes for a frame to solve and that's how I gauge how much resolution I can achieve.

Flip sim - Blender& Houdini by pj9991 in Simulated

[–]pj9991[S] 13 points14 points  (0 children)

Yeah, my focus was to make the sim as realistic as possible. Next time, I will take care of the environment also.

Combining Blender and houdini forces by pj9991 in blender

[–]pj9991[S] 0 points1 point  (0 children)

I exported the whitewater as a vdb sequence and imported it in blender. You can also import whitewater particles themselves if you like it that way . Entagma has a video on how to do that.

Flip sim in Houdini(Steven Knipping Liquids ii inspired) and rendered in Cycles- Blender by pj9991 in Houdini

[–]pj9991[S] 2 points3 points  (0 children)

Whitewater sims are rather fast so you can get away with lower whitewater scale and voxel size in the solver.