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riviera

per-particle radius scale for flip fluid simulation?

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riviera    4

Hi,

(Sorry if this kind of question was asked before) I'd like to set up a flip fluid in a fashion similar to naiad's, where the particle density can be set up separately for the surface and the volume of the fluid. (See attached image as an example)

Now, the generation of this is pretty obvious, but I'd like the flip solver to behave as if the in-volume particles had a bigger scale or radius (so I'd need less particles to fill the same space). I tried to adjust the pscale attribute of the inner particles, but that doesn't seem to affect the solver.

Any ideas would be appreciated...

imre

post-56-0-01055500-1349712726_thumb.png

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ikarus    64

Houdini already does this.

Instead of trying to setup variable pscale just goto the Reseeding tab under Particle Motion and set the Surface Oversampling and Oversampling Bandwidth to greater values.

-ray

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riviera    4

That's great, I wasn't aware that it does this. However I'd prefer a solution where I create this manually (as I don't want the point count to be changed, and reseed does that). My fluid surface wouldn't do much movement anyway (it would be a calm water surface with some depth).

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Sifis    26

I'd like some answers to the questions above too. Even though varying the density with a Geometry VOP does work, I can't achieve the varying radius scale.

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3dFrosty    0

Hi,

(Sorry if this kind of question was asked before) I'd like to set up a flip fluid in a fashion similar to naiad's, where the particle density can be set up separately for the surface and the volume of the fluid. (See attached image as an example)

Now, the generation of this is pretty obvious, but I'd like the flip solver to behave as if the in-volume particles had a bigger scale or radius (so I'd need less particles to fill the same space). I tried to adjust the pscale attribute of the inner particles, but that doesn't seem to affect the solver.

Any ideas would be appreciated...

imre

hi Imre

I'm looking into this optimization now.. and found that the pscale internally gave the same value to all particles on the way pout of the solver.

I resolved this with a SOP solver plugged into the sourcing input of the flipSolver.. and grabbed the pscale attributes from SOPs and applied it there.. so now it works on a per particle basis.. a complete hack.. I know..

I'm wondering if anyone has taken a deeper look into this scenario.. because it's a great feature of the software formally known as naiad. :)

did you progress further with you investigation.?

cheers

ben

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voxelize    0
On 12/4/2013 at 9:08 AM, 3dFrosty said:

hi Imre

I'm looking into this optimization now.. and found that the pscale internally gave the same value to all particles on the way pout of the solver.

I resolved this with a SOP solver plugged into the sourcing input of the flipSolver.. and grabbed the pscale attributes from SOPs and applied it there.. so now it works on a per particle basis.. a complete hack.. I know..

I'm wondering if anyone has taken a deeper look into this scenario.. because it's a great feature of the software formally known as naiad. :)

did you progress further with you investigation.?

cheers

ben

Hi ben could you be more specific what you did there?

maybe even with a hip files i can look at?

my flip is acting like it disregards per particle pscale....

thx Patar

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