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nigelgardiner

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About nigelgardiner

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    Initiate

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  • Name
    nigel
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    new zealand

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  1. workflow for masking texture component of shader?

    Hey thanks for that but that's not what I'm trying badly to describe. I don't have any geometry or attributes to speak of, I'm just applying surfaces and textures to a uv mapped part cylinder to make labels. Here's my workflow. Currently I'm masking the texture with alpha in the displace texture rat file but it would be better if I could mask it here somehow. thanks Nigel.
  2. Hi there I've been masking my textures but the only way I can think to do it is with an alpha channel in the texture file which is a bit laborious and final. I can't figure out how to mask displacement within a material builder node in a similar way to masking the surface - alpha to Of of compute lighting. Any advice much appreciated. thanks Nigel.
  3. 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.
  4. 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
  5. 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.
  6. 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.
  7. 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.
  8. HQueue Render

    sorry forgot to include the link http://www.sidefx.com/docs/hqueue/help/
  9. 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.
  10. flip object explosding

    -ve surface tension?
  11. 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.
  12. Condensation wip.

    Hi Some work creating condensation that can move and leave the surface. thanks Nigel. https://vimeo.com/271963206
  13. 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.
  14. 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.
  15. 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.
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