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Found 3 results

  1. Hi everyone, I have a persistent problem with flip simulations. I have a guided ocean layer sim with a flip surface and a boat sailing (static object in the simulation DOP). The problem being that the inside of the collision boat is filled with particles every frame because of reseeding. I already have "Kill inside collision" checked in the Ocean source node and I don't want to turn off reseeding. Is there anything that can I do to avoid the reseeding inside the collision vdb? Am I missing something in the workflow?
  2. Hello Houdini pros! I'm using the FLIP Solver's Reseeding feature, but it doesn't seem to be applying enough reseeding in the areas that count. It is reseeding the entire FLIP tank, where I'm really only needing the detail in the splash. Current train of thought: Create group of particles that are above the waterline (my current method isn't great, as it groups all points above P.y 0.01) Apply reseeding only to that group. Have had a search around online and have found one person talking about this, but not how to impliment it. Any help is greatly appreciated! Reseed_Above_Waterline.hipnc
  3. Hi all, I was wondering if there is a simple way to group newly seeded particles during a flip sim. The reason I would like this option is that I have a sim where I'm not meshing the particles but rendering them directly and the seeded particles pop into existence in an unpleasing way, so I was hoping to somehow scale them up gradually over a few frames. Thanks in advance
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