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micro88

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About micro88

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    New Rule
  1. Hi everyone, I have been looking to create slow-motion flip sim using a narrow band tank and dropping an RBD object into it. I have seen older advice like this from Atom about adjusting the Time Scale inside the Flip solver: https://vimeo.com/121376943 But when I followed the instructions it doesnt seem to work - as its many versions old from the current H18 there could be a lot of reasons for this. Does anyone have any up to date information of how to achieve this? Currently I am going round in circles adjusting the Velocity Scale and Time Scale in a never ending fight to get it to slow down correctly but also maintain the splash velocity. I cant seem to get the flip sim to match the Time Scale of my RBD at all, the flip is always moving way too fast. Any help would be great!
  2. Hi Ggradest Did you find a good work around for this? Im experiencing a similar problem and looking for the best way to import into C4D
  3. Hi Diego Yeah I have tried adding a mountain to the bottle collider body to give different splashes but the gap of air between the liquid and the bottle still remains? My main concern here is that I cant seem to adjust anything to lessen the gap that is created between the bottle and the liquid, its as if the collision geometry is much larger than it really is, or the force acting on the liquid is greatly amplified. But even when I drop the collision force or the time scale in the Flip solver the gap remains but the splashes just get smaller?
  4. I have a scene where I am dropping a bottle into a flip tank all at small scale. The issue im having is that I am getting a quite a large space/void between the bottle and the liquid. Im trying to reduce this and make the liquid hug the bottle more in the beginning and not blow outwards and make this gap. The setup is an RDB of the bottle falling using gravity from around 10cm into the tank, both the RDB and Flip have been slowed down to 0.025 in time scale. I tried a number of things like lowering the velocity scale, upping the subframes from 10 to 30 in the RDB and upping the subframes in the DOP network to 4/5, and changing the surface tension and viscosity, but it still happens. There is no problem with the collision guide and I dont have any sort of surface offset on that either, it matches the bottle perfectly. You can see in the attached screen grabs that the bottle has barely entered the fluid surface but has created a large void underneath it blowing out the liquid. This is the sort of splash im aiming for: https://www.youtube.com/watch?v=npAuLi1y5AA Dramatic but close and not blowing out internally too much. I know my bottle is a different shape to that reference but my sim seems way off and I cant seem to figure out how to lessen that gap. Any suggestions I would be very welcome as nothing I seem to try is making the gap any smaller. Thanks!
  5. Hi Diego, Thanks for that reply I tried the pop speed limit and that seemed to work which is great. I do have one other question while im here, you can see in the screen grabs that there is quite a large space/void between the bottle and the liquid. Im trying to reduce this and make the liquid hug the bottle more in the beginning and not blow outwards and make this gap. I tried a number of things like lowering the velocity scale, slowing down the RDB sim to 0.025 (which is only using gravity) and upping the subframes from 10 to 30 in the RDB and upping the subframes in the DOP network, and changing the surface tension and viscosity, but it still happens. There is no problem with the collision guide and I dont have any sort of surface offset on that either. This is the sort of splash im aiming for: https://www.youtube.com/watch?v=npAuLi1y5AA Dramatic but close and not blowing out internally too much. I know my bottle is a different shape to that reference but my sim seems way off and I cant seem to figure out how to lessen that gap. Any suggestions I would be very welcome! Thanks
  6. Hello, I have set up a simple narrow band flip tank and am dropping a small object (cosmetics bottle) into the tank. The issue im having is on the first frame that the object collides with the fluid it shoots a bunch of random particles out that escape from the narrow band and then re-collide with the underside of the fluid and cause ripples on the surface that I dont want to create. The RDB sim is running at a time scale of 0.05 and gravity is the only force in the scene so its moving very slowly. The time scale for the flip solver is 0.1 to get some splash, but as you can see from the attached photos its not anything crazy. Can anyone suggest a way to either stop this from happening or kill these particles before they collide with the narrow band? Im not the most versed at flip so this may be a very quick fix Appreciate any thoughts or help with this!
  7. Hi there, I'm quite new to Houdini - I have been using Real Flow for a few years but have decided to jump into Flip as it seems like it has huge power potential. What I am trying to do is have multiple viscous fluids on top of one-another pouring down a surface at different speeds. I dont want them to merge/blend into each other and want each as its own mesh so I have control over them separately down the line. My thought is to do it as I would in Real Flow: Do the first sim and cache it once happy, then sim the second fluid on top of the cached particles - so they react to the shape and flow but dont merge into eachother. Then repeat for any additional fluids. My issue is that once I have cached my first liquid, I can't figure out how I can bring in those particles to my DOP network to use under the second fluid sim? Do I need to make some geo? Or a new DOP network? Additionally, if there is a better method of keeping the different fluids separate and not having them merge, I would be grateful for the advice. Sorry in advance if this has been posted before, I had a look around but couldn't find anything in previous topics. Thanks for you time and help!
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