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Dave Stewart

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Dave Stewart last won the day on April 2

Dave Stewart had the most liked content!

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About Dave Stewart

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    Seattle, WA
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    Music (I play mandolin and piano), Photography, 3D (FX particularly), Gaming (PC mainly), Hiking, Paddling

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  1. ray node

  2. ray node

    Scaling your lines so they're contained inside the box, adding normals and using normal direction for the ray node seems to work better? Is this what you're going for? --Dave test_DS.hipnc
  3. Bottle pour into glass.

    Ekan, there are a bunch of issues with your setup, but I don't think scene scale is the main issue. I'd try matching the pour motion and speed with a real bottle, my guess is you'll make a big mess! You'll need a lot of substeps as your bottle/glass are very thin, and the fluid will still go flying when the bottle flips back. Your sim is also really slow as it's rebuilding very high res collision volumes for the bottle/cup on every frame (deforming is on). I'd apply your motion at object level so that you only need to build the collision SDF once at the beginning. Cup is static as well, so no need for the deforming flag to be enabled as that really slows things down! This is an instance where using the collision shelf tools is great for getting something that works well for most scenes with minimal tweaking. Will post a tweaked version of your scene with more notes if you still need help! --Dave
  4. Smoke Solver | Tips and Tricks

    What a goldmine of techniques and ideas, so glad I found this!! Wish I'd known about the independent resolution trick a few weeks ago, that one will really come in handy in the future. Thanks SO MUCH for taking the time to put these together and sharing!! --Dave
  5. Resample curve by width/pscale

    Cool, clever use of foreach and minpos! Does seem like that could come in handy for other stuff. Looks like both links point to the same file though? --Dave
  6. FLIP Viscosity - Collision object grid stepping artifacts

    Thanks for taking a look at this guys! It seems that it may be a limitation of the viscosity solver, as it's decoupled from the pressure solve. Sounds like this may get addressed in a future version though! https://cs.uwaterloo.ca/~elariono/stokes/index.html I'll go ahead and submit the file to SFX to see what they say about it. Nigel, increasing substeps doesn't seem to have any affect on the artifacts. Atom, it could be that or just a velocity matching issue relative to the grid scale. Got some interesting thoughts on this in the Houdini Artists FB group. Anthony, I did try that and it helps with the fluid surface/collision interface, but not when the artifacts appear on the outside surface of the fluid as it gets very thin. Cheers, --Dave
  7. Hi All! I'm wondering if anyone has run into this and found a good solution, it's been popping up in my low-to-mid viscosity sims for a while. Perhaps I'm missing something stupidly obvious? Collision geo/field are fine and the interface between fluid and collision object looks great before turning on viscosity, then I get these grid artifacts that are tough to get rid of. Reducing Surface Extrapolation way down in Volume Collisions helps but doesn't completely remove the artifacts. Also, using a high slip-on-collision value helps, but I usually don't want the sliding behavior with sticky viscous fluids. Reducing Grid Scale reduces the relative grid size and helps too, but the artifacts are still there, just smaller. Attached file is somewhat of a worst-cast example, just curious if other folks have dealt with this before. I know I can run some post-sim tweaks to clean up the collision surface intersection, but I've also noticed that the artifacts reveal themselves on the outer surface of the fluid if it gets thin enough, which is not so easy to fix... 01 - viscosity disabled 02 - viscosity enabled 03 - viscosity enabled, surface extrapolation 0.01 Thanks in advance for any help/ideas!! --Dave DStewart_FLIP_ViscousCollisionStepping.hip
  8. Surface tension and viscosity

    Here's a simpler (maybe? Maybe not...) setup sourcing the viscosity point attribute directly into the GasFieldVop using PCOpen/filter. I still think the other solution is better, but this avoids the memory overhead of adding an additional field I guess... --Dave pp_st_ds_PopVOPs_Simpler.hiplc
  9. Surface tension and viscosity

    Here's another version using PopVop/GasFieldVop instead of wrangles... hope it helps clarify the process! Set this up *very* quickly so let me know if I missed anything. Should be able to drive the surfacepressure field directly from the viscosity field, but the values would probably need adjusting in the 'fit' node. --Dave pp_st_ds_PopVOPs.hiplc
  10. Surface tension and viscosity

    Pazuzu's file, slightly modified, would let you drive the surface tension field values based on a point viscosity attribute or whatever. Makes for some interesting shaping by the end! See attached modded file... --Dave pp_st_ds.hip
  11. Resample curve by width/pscale

    Love these explorations! Looking forward to seeing an example of a CHOPs solution, seems ideal for this task. Need to learn more CHOPs, not enough time in the day...
  12. Resample curve by width/pscale

    Here's another hacky way to do this, abusing a rest attribute to restore point positions after scaling by inverted pscale/resampling. Minimal code at least... --Dave resample_withRest_DS.hiplc
  13. Flip fluid: Setting an attribute once at birth

    Correct! That solution would be if you're sourcing from geometry or volumes, and the FLIP particles are created from that data and not from source points, as is the case with the "FLIP fluid from object" and "FLIP tank" shelf tools. Glad you got it working! --Dave
  14. Flip fluid: Setting an attribute once at birth

    You could also plug the expression $F==2 into the "Activation" of a Pop VOP/Wrangle and set your attributes in there. It'll run once and set the attributes on frame 2 (frame 1 doesn't work as the sim hasn't run yet?) --Dave
  15. Differential curve growth

    They taste much better than they look, I promise!! --Dave