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Limit FLIP Breakup As It Falls?


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Hi All,

I am working on surfacing a waterfall. It starts out ok then as the water falls farther it breaks up and turns into strands. What controls do I need to adjust to prevent flip breakup into strands as it falls?

 

I created my HIP file by adding alternate collision geometry to Jeff Wagner's flip air waterfall example file found here.

 

Thanks

flip_breakup.gif

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Thanks, I have already enabled the new, non-documented, Surface Tension feature using Houdini 15.5.673. But that did get me looking around at the other gas vop options. I tried out elasticity by plugging it into the third input on the FLIP solver and it seems to be helping!

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Thanks, I may try that on the next revision. Currently I have just added a small Drag force after Gravity and that has tamed things down.

In SOPs I could look $BBY to determine how far down I have traveled. Is there something similar in DOPs I could examine? Or would I just experiment with a constant?

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Hi, what I meant was to do this pscale adjustment after simulation. So that you can change values quickly without resimulating. (Although you could do the same in DOPs with sop solver, or geo wrangle.) You can get normalized relative Y position and remap that with ramp to get more control. Meshing tools should then use this pscale attribute for meshing.

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