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About coccosoids

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  1. Hi, I was just wondering if the following behaviour is normal or rather it should be seen as something concerning. Simulation is rather coarse, particle separation at 0.3 but the tank itself is pretty large. Thank you.
  2. Flat tank water line warping/sinking

    I am noticing a strange effect of 'sinking', or warping of the water line level of the flat tank around the back portion of my collision geometry. It's like a big invisible blob is pressing on the liquid surface. I have attached two cross sections taken from the back and the front of collision geometry. In the attached cross sections a discrepancy can be observed between the front and back relative water line level of generated flip sim. The red line represents the 0 elevation of the water line. The collision geometry is generated from a ~100m vessel. Has anyone encountered something like this before?
  3. Thank you. Right now I have 14 cores and 64GB ram. The 'hardware problem' presents itself due to the intended final sizes of the volume of liquid. Due to the dimensions on the ship and desired wake length I will need to have a 200m+ long by 60m+ wide volume which in my currents tests fills up my ram capacity quite fast. This is why I was wondering if on a single machine it was possible to slice this in 2 and 'distribute'. I do understand that the simulations need to exchange data between them but I was willing to compromise quality and fidelity of the simulation for a larger simulation size. Would you say something like this would be possible? Otherwise I can augment my ram and bite the bullet on simulation times, as long as I can fit everything in memory. I am open to any optimization tricks if there are any.
  4. First off a big thank you! For at least shattering my illusion that I was invisible on this forum... I understand your point of view, even though I believe you've made a sort of generalization. But indeed I can see why presenting my questions in a wider and more detailed context would lead to a more attractive engagement proposition to the more experienced members of this forum. Because I am (somewhat exclusively) focused on the ocean tools now, I think most would agree that trying to level up on every aspect of Houdini before attempting to finish a simulation is not necessarily the best thing to do -but if indeed that were the case, then a more focused recommendation on what I should catch up on would be undoubtedly followed up on. On the FLIP side of things even if I am only familiar with the concepts at the most basic level I can edit collision sources and wrangle v fields, I can decouple my collision from my particle separation and use different guides to debug what feeds into the solver, I can work my way around a VOP node to build a custom velocity field, I could probably build from scratch a basic setup for a guided ocean layer simulation and am getting into post processing flip sims with wrangles before meshing... I know I still have a lot to learn, but can you at least tell me when and where on this journey would I be able to find the answer to a question like: distributed flip sims on a single machine? And why is it so wrong to ask that now and learn if what I need is more ram, a second machine or just... more experience?
  5. I was just wondering why it is so hard to get help om the topic of larger scale FLIP simulations, like oceans and similar... In the span of a few weeks I opened a few threads here and in the official houdini community forum and I have gotten zero replies. It would be helpful to know if this is some kind of a taboo topic in general.
  6. Is it possible to slice and / or distribute a flip sim on a single machine in order to work around ram limitations?!
  7. Flat tank behaviour / FLIP sourcing

    Hello, Would anybody have an idea about why the following seems to be happening around the boundary region of my flat tank / FLIP sim? This is a moving tank, with animated size and center. These are the imgs:
  8. What is the best workflow for adding particles / liquids to a flat tank simulation setup. Think of barrel that is spilled or a hose that is pumping new liquid into a flat tank simulation. I somehow figured out how to add some volume velocity into my tank but can't quite understand how to create or spawn new particles into it. Being a beginner I would appreciate a thorough explanation. Thank you.
  9. Hello peeps, Can anyone help me find some examples of scatter multiple objects / instances with controls on probability of each, or using color to influence the placement of explicit objects?! I am thinking of building myself a scatter system but not sure if I am up to the task... Thankies.
  10. Hello gang, Do you happen to know of any resources free or paid that deal specifically with dynamic trees / vegetation inside of Houdini, with the possibility of also adding falling leaves? Also something to consider is importing an external model. By dynamic I mean coherently animated across the scene, and not necessarily full dynamic trees. This is for a long term personal project so very willing to learn. Thankies.