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Diego A Grimaldi

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Diego A Grimaldi last won the day on March 9 2019

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About Diego A Grimaldi

  • Birthday 04/06/1989

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    Burbank, California
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    Breakdance, Graffiti, Houdini, Drawing, Sex, Cooking

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  1. For once, your bottle is smooth so it's not gonna have any of those wafer ridges that helps it make some cool splashes. Besides that you can cheat it by pumping some velocities in the shape that you want the crown splash to be like That said, that are ton of parameters that come into play to achieve that small scale viscous result, it's not a straight out of the box deal like it might be in RF unfortunately. Good luck
  2. Hey @noumiere The problem is that you are doing volume operations inside the sopsolver and the flip solver doesn't recognize what you are feeding in If you do it with point operators should work fine
  3. Ernest suggestion could work I'm also thinking maybe post sim have a geo object there where u wanna fix the kinks (like a tube) and ray them down or xyzdist them out
  4. I think this is happening because even though you have a narrow band of FLIP, there's still a big vacuum underneath the layer. You could reduce your volume bound to the bottom limit of your narrow band, but that's not the best solution either I think. To remove those fast particles you could kill by velocity like "@speed = length(@v); if(@speed>chf("kill")) removepoint(0,@ptnum);" or you could use a pop speed limit and clamp the max speed of the particles
  5. You can use the timescale on the Flip Solver for that!
  6. is the name on the field correct? Did you check the gradient of the volume?
  7. Yea the easiest would be to have different layers of water and blend in comp as you see fit
  8. hey @zbugni, If you have the FLIP working how you want it, you should try to use that instead of making whitewater. Don't mesh the FLIP but treat it as whitewater. Render the FLIP as particles and/or as rasterized volumes and you'll have the look you want from the picture. Make sure you are using the whitewater shader though
  9. So, first of all, you should resize everything to real world scale, having the cup 1m long is insanely big, make the cups like 10Cm in height and scale everything else from there. About having high res surface, you totally can, just gotta balance the attributes on the FlipObject correctly. Usually you should tweak the particle separation and not mess with Grid Scale and Particle Radius Scale, but sometimes that's necessary, depending on what you are working on and the amount of reseeding (if ON). I don't know of a perfect way to balance all the attributes, just gotta play with them and figure it out
  10. Hey @scaduxx The resolution of your sim is actually too high, so because reseeding is OFF, what's happening is that after you stop emitting particles, the particles just start overlapping themselves because their collision radius is actually very small and it looks like you lose the volume, but the particles are just on top of each others. I can't paste the scene back but this is what u should do to make it work. Increase the extrusion of the glasses because otherwise the liquid leaks out Particle separation set to 0.04 and Part Radius Scale to 2 Turn ON reseeding and bring Particles per voxel to 16 and death threshold back to default. I also turned on Surface Tension because I like tendrily liquids Also your scene scale is quite wrong, you should work at life size, but that's another story Good luck
  11. Chances are the reseeding is screwing you over, but without a hip file, hard to detect
  12. Glad I could help! Thanks for the compliments XD but I'm nowhere near as good as bunch of people on this forum or the discord..but I've had tons of battles with FLIP and always made it to the other side! Good luck on your quest!
  13. Hey @bentway23 you shouldn't need to crank the particle separation that much. Try to have the scene scale to correct scale or slightly bigger (blood wound maybe make it half a meter or 0.5 houdini unit) To make it more stringy try to increase the density on the physical tab of the flip object to maybe 2500 or so. Try to use a bit of viscosity and some surface tension but those parms shouldn't need to go crazy high. But the main thing is to have some very good velocity to have a nice burst so it doesn't explode but it makes some interesting shapes Something like this for the velocity If you can post a sample scene (not the one u r working with) I can debug it for u
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