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About nigelgardiner

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    new zealand

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  1. wrong water behavior (help)

    Oh and should have said sub steps are up around 6 or 7 on the flip solver and total sim time is around 12 hours on a dual hex core @ 3.3ghz (or 3.5 i forget) . Memory usage is only around 15-20 gig I think.
  2. wrong water behavior (help)

    Here's a fail from the other day, the pour is too fast, but this is at actual bottle and glass scale. v11e .mp4
  3. wrong water behavior (help)

    Hi Valdez I've seen it mentioned a number of times on the forum that building sims at oversized scales is the way to go but I'm not so sure this is correct. At least for things like pouring a bottle of liquid into a glass. Having played with Flip fluids for a while now I think it is possible to run at the correct scale and it gives results that are more realistic than large scale sims. It does involve a lot of testing but no where near as much as sph fluids. It seems to me that unless you are simulating a viscous fluid you don't need to invoke the viscosity solve. Swirly kernel is the best option. Divergence is going to be necessary to stop shrinkage if your fluid is settling. Surface tension is going to be a useful force as when looking at small scale fluid it has a big impact. Enforcing air incompressibility on the solver is also a good option. The speed at which your pour develops and the shape of the pourer are important. When looking at a sim I think the surface guide is a better indication of what's happening at small scales than the particles as it really is all about the surface of the fluid. I think you can get good results with as little as 500000 particles if you are pouring say 500ml of liquid from a bottle to a glass. Hope this is useful. cheers Nigel.
  4. Color in FLIP sims - milk pour into tea

    I think there are many ways to work with collision volumes but the way I find the most straight forward is to create a vdb volume in sops and then use this as a proxy volume in the static object. If you turn on the deforming object checkbox it will pick up any animation at the sops level. If you have particles travelling thru the collision volume then I think it means the particles are travelling too fast in one sub step (time frame?) for the solver to calculate whether or not they are colliding with the collision volume as the particle has already passed thru it. You can remedy this by increasing the size of your collision volume, make it fatter, and/or increase the solver sub steps.
  5. Color in FLIP sims - milk pour into tea

    Hi Stephen Are your particles going thru your mesh or just your fluid surface. If it's only the fluid surface look to how you're building that, maybe dilation is too much? Or the resolution of your surfacing mesh is too high - not detailed enough to catch the detailed shape of the fluid as it pours out of the carton? Oh and check the positioning and definition of your collision volume in relation to the geometry of your milk carton. The inside surface of the collision volume will need to match perfectly with the inside surface of the milk carton, or at least where it's pouring from. cheers Nigel.
  6. HQueue Render

    sorry forgot to include the link http://www.sidefx.com/docs/hqueue/help/
  7. HQueue Render

    Hi there This is the best explanation of installing Hqueue and getting up and running. If you have any specific questions I can try and answer them, I have it up and running on linux. Sidefx help are pretty good at answering questions if you have issues. cheers Nigel.
  8. flip object explosding

    -ve surface tension?
  9. flip tanks

    Firstly make sure the solver is seeing the collision geometry - your ship. Turn Display collision geometry on the static object and make sure it's solid and where you expect it to me. There are a series of webinars on the sidefx site that go thru collision geo and flip fluids, check them out. good luck. Nigel.
  10. Condensation wip.

    Hi Some work creating condensation that can move and leave the surface. thanks Nigel. https://vimeo.com/271963206
  11. FLIP - sourcing from points

    Hard to say without seeing your file but if you have reseeding turned on it's possible decreasing particle separation is causing reseeding to remove particles. try turning it off and see what happens. cheers Nigel.
  12. Fizzy Fluid wip.

    Hi there Thanks, it has a lot of problems which I hope to be able to look at again soon. I'll dig up a hip file for it in the next day or so and post. cheers Nigel.
  13. meshing slow mo flip fluid

    yeah I think you need to plan ahead in terms of a time scale value if working that way. i'll post some results when i get chance. Did you end up being able to capture your fine detail? cheers Nigel.
  14. meshing slow mo flip fluid

    Hi there Nice sim. I'm having problems with slow mo as well but I've been trying to create the slow motion by running time at a slower speed on the dopnet node. It's possible I've totally misinterpreted the use of this, hope not. Have you tried that? I have issues because I reference another dopnet so it's not working as I expected it to but it seems like a good idea? - the running dopnet at a slower speed that is. cheers Nigel.
  15. computer advice

    yeah, they've been well and truly superceded now tho, (i think that particular line is r730 now) so prices are low on the second hand market. a little bit power hungry esp the 3.4ghz cpus in comparison to newer chips but not horrendous and still cheaper than a render farm. I think it idles for about N.Z $1- (0.50c euro) per day and draws about 500w max running all cores 100%, haven't seen it utilize full memory yet so it's likely it could draw the full 800w if totally maxed out. And it's built solid. I've put it in a ventilated cupboard for now and its happy. to run hqueue, I had to learn a bit more linux, in particular bind9 to bind local dns addresses, if thats the correct terminology, and a few other things but nothing drastic. and sidefx support are great with help.