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FLIP with "Air Field"

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Hi all! Accidentally found interesting RnD test of "air field" usage in FLIP.

Here is the link:

Basic idea is clear: Simulation consists from 2 FLIPs with diferent density. But how technically it can be perfomed?

Any ideas?

Ps Sorry for my bad english. :)

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Here you are.

It is actually quit the easy concept... just group some of the points in the tank and give them the density of water, and give the rest the density of air and the solver makes the rest.

Hope it helps you.

Cheers,

Juri

FlipAirField.hipnc

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Soooo... JuriBryan`s idea basicly is working, but has some disadvantages: for example generation of many unnecessary particles. Regarding on edward`s link (thank you, by the way, it was interesting to read this :) ), unfortunately, there were no answer "HOW it was made". :-/ So topik still is open....

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... unfortunately, there were no answer "HOW it was made". :-/ So topik still is open....

what do you mean?

you have an example from Juri and original thread to the video you've posted as a reference where Sergey is describing how it's made and it's literally just one FLIP container/solver and particles with 2 different densities (water particles and air particles, exactly as in Juri's example). Sergey as well describes that it is slower than just water sim due to much more particles, etc.

so don't expect that it was done differently

you probably don't have to fill the rest of the container container fully with air particles, but you should have a reasonable amount of them so you have air layer for mixing air and water particles

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well... the only way I could think of that could fix your "problem" is this:

If you are able to build it in a sop solver and only applying on the "air" particles.

Maybe that helps you out.

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if I right, the main trick of Sergey`s set up is to generate fixed amount of "air-particles" around "water particles".

Mmmm ok.

At this moment I slightly modified Iuri`s setup: so I can generate fewer particles based on height above the water. But it is big difference between what I have now:

Fill container with water, remove particles on some height and remove some particles base on their IDs.

and Sergey`s setup:

Modify solver in a such way that it calculates volume around water and generate around it fixed amount of particles (this is important too, I believe).

May be I`m wrong, but I think that Sergey`s setup work faster.

:)

So my quastion how we can do maximum optimisation for "air generation"? (Houdini is really NEW software for me!)

One more time, sorry for my bad english, but I hope now is little cleaner what i mean.

Any way thanks for advices, they are already helped me! I`m just looking for more flexible and faster ways to do it! :)

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Just to add: anyone interested in airfields can download setup from Orbolt.

http://www.orbolt.co..._with_air_field

Also it was discussed here at Odforce as mentioned by edward:

http://forums.odforc...e-of-air-field/

Edit:

In terms of simulation speed, latest version of my setup does not add significant overhead for final resolution sims.

I.e. when simming tens of millions points it takes same time to compute a frame as without the air field.

Edited by ssh

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