Jump to content

ekan de

  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

0 Neutral

About ekan de

  • Rank

Personal Information

  • Name
    Eric Axelson
  • Location
  1. Simulating flip from bottle

    Here is a rared version ofthe project if anyone wants to have a look. pouring_beer.rar
  2. Simulating flip from bottle

    Btw, if anyone have a answer to why i get the collisions flickering when flipbooking i would be greatfull to hear it.
  3. Simulating flip from bottle

    I havent found a solution for getting the geo in the hipfile. Sorry about that. I have now a flipsim that i am pretty happy with. i introduced a small amount of divergence when it pours to get rid of volume loss. Next step will be to simulate bubbles. those should be emitted from the collision area where the flip collides with the glass geo. I know how to get collision data when using pops but can this be used in the flipsolver? would be nice to emit particles that can interact with the flip sim but only from collision area between flip and glass.
  4. Can't Get Rid of Particle Stepping

    This my be stupid but just an idea from when i read you post. is the moving source cached with enough substeps?
  5. Simulating flip from bottle

    Thanks for all the answers. I still havent gotten it to not lose volume at the end. Tried different settings for couple of days now. As for volume loss, i would think that the volume loss would occur when the bottle is animated and not on the glass that is standing still? How would you set up a collider with thicker walls? if i make the model with thicker walls only for collision then i will get a problem from the flip particles colliding with that geo if they are spilled on the outside? is there a workaround for that? When you say that i should make sure the collision volume is calculated on a single frame i guess that you are talking about the glass? This one is a static object created from the shelf tools. Not sure i'm making this 100% correct but i locked the geo i use in the file and uploaded it here so you can take a look if you have time. Thanks! ek_pouring_beer_001.hiplc
  6. Simulating flip from bottle

    So some progress has been made. New questions thou. 1. Why is the collision geo flickering in the flipbook? its like its beeing turned on and of on different frames. 2. I have tried different settings on reseeding to maintain the flip volume but i still get volume loss at the end. Somewhat weird that its working good in the beginning but on the ned when there is a much simpler collision to calculate then the bottle it doesnt work. 3. I tried using the gas equalize that someone has mentioned in another thread here but couldnt get anything stable from it. i measured the volume of the mesh i created the fluid from and then put that into the gas equalize node. The result was just an exploding sim. Here is a flipbook of the sim.
  7. create flip tank inside object

    You can just select the outer part by dubbelclicking and deleteing it, that will create a blast node and then put your null after that.
  8. create flip tank inside object

    I would use flipfluid from object for this one. I downloaded your hip file but the geo wasnt in it so hard to set it up. Lets start of with a empty scene. 1. create a geo node. in this you import your geo for the bathtub. 2. go up one level and create a box. 3. in the box geo, create a object merge node. 4. create a boolean node and connect the object merge and the box node. 5. set up the boolean so that the bathtub deletes the geo you dont want to have fluid in. 6. create a null node in the end. 7. go up one level and select the box geo node and create flipfluid from object. 8. select you bathtub and create a static collision from it.
  9. Simulating flip from bottle

    Hello everyone. Long time since last post here when i was dealing with the same thing. After watching some tutorials and learning some more in houdini i decided it was time to go back and see if i could get some better results. There is still some big questionmarks that im seeking answers for. Here goes. This is the simulation i want to do. Animating a beer bottle (prefferable in maya since i have a rigged character and i have made a animation that matches footage so i know that the animation is timed correctly and so on. The bottle will be pouring beer into a pretty standard glass. When i have a stable flipsim i would want to go on and simulating bubbles and foam. So on to the questions. 1. I have noticed some differences between using collision geometry made in houdini or imported geometry. Making the geometry in houdini seems to work much better for some strange reason. Can anyone confirm this? It seems that i get away with much higher settings on particle separation and gridscale then using similar objects imported from maya. 2. Scale seems very important here. Simulating in real scale gives a lot of trouble. therefor i scaled the bottle up so that it is around 1 meter high. However, this gives some problems when it comes to actually using the animation i made in maya. Everything in maya is done in centimeters and when importing it to houdini its way to big. I ended up matching the animation inside houdini from the imported file and used that instead. Wich is the best way to get around this? Usually in production everything is modeled in correct scale in maya. 3. Setting up the flip source. Is this the correct way? Import the fbx file with the bottle. --> create a new geo node --> create a box big enough to cover the bottle and up to the level where the liquid should end at the bottleneck. Object merge the bottle into this geo and connecting a boolean with subtract b-a settings. Then i blast the exterior so i have only the interior of the box minus the bottle. 4. In the bottle geo i have a transform and after that a null. i put the displayflag on the null and then create a deforming object from that. 5. finally i create a static object from the imported glass. Now all is setup to start simulating. ofcourse there is alot of tweaking of particle separation and collision settings to be done but overall is this a good setup? I can post a file if that helps. Finally some other questions. When caching out the flip to simfiles i only want the particles to be cached. where do i set this up? Regarding substeps, if i raise the substeps INSIDE the dopnet on the flipsolver will this generate more substeps when caching it out or is it only the substes on the dopnode that sets substeps in caches? Sorry for kinda of a long post but if anything can be answered i would be grateful! THX!
  10. Bottle pour into glass.

    Thank you for the input Dave. im in the middle of selling my appartment so havent been able to spend any time on the scene. will have a look at the suggestions you made and come back. Sidenote: i did take a bottle and fill it and took the time when i poured it into a glass. However i kinda just eyballed the timing on when the bottle goes back to the ground when the pour is done. Thanks again for the input!
  11. Bottle pour into glass.

    So i have tested sims in different scales now. they all give the same result with the particles going upwards when i take away the bottle. a little would have been fine but them going 10 cm over the bottle when the bottle is going down seems weird. I did test the pour in real life. measuring how long it would take to empty the bottle and see how it behaves when putting it down. the motion when putting the bottle down is fairly quick. Did a test with a slower version but that didnt help much.
  12. Bottle pour into glass.

    So. tested to scale it down and even thou the sim takes time to go thru i get no particles at all. Will take a look at the link sepu submitted and see if i can find something.
  13. Bottle pour into glass.

    I have tested different scales to no avail. Tested to go the 1unit 1 meter scale but that gives me a sim that is very unstable. I can ofcourse do another testrun to check it once again. And even if the the scale was off, why would the particles go upwards? Starting a sim with another scale now to see how it behaves.
  14. Bottle pour into glass.

    Beginner houdini user here. Trying to learn small scale simulations has been a struggle so far. It's been far from a logical journey so far i must say. The simulation i am working on is a bottle of beer poured into a glass and then the bottle is set down on again. With lots of iterations i have managed to get the first state of the pour to a good look i think. however i know want to set the bottle down again and that is when things start to get funky. The flip particles seems to increase in velocity when moving the bottle back and down again, resulting in them spraying out in control upwards. I have no idea what is going on and why, been trying different settings for quite some time now so if someone has a pointer in the right direction that would be awesome! Attaching a compressed scene file with all the geo and also a flipbook of it. beerpour.rar beerpour_v008.mov
  15. Beer Simulation

    Not to hijack the thread here but i'm trying to do the same. however i hit problems long before the beer hits the glass. I am simulating the pour from a bottle and lots of weird stuff is going on. Sometime i get volumeloss, especially if i go down in particle separation. Thought it would be the other way around. This still happens if i take gridsize down. I attached a rarfile with scenefile and geo. If someone has the time and energy to just see what im doing wrong i would be very grateful. beer_pour.rar