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Found 2 results

  1. Hi all, I am having some weird artifacts in the velocity field generated by a simple FLIP simulation in Houdini 12.1. Basically the more I reduce the particle separation of the source fluid object to get a higher res, the more I get peaks (1-2 frames max) in the velocity field, popping here and there in the fluid. It happens mainly on the bottom of the fluid, and that is easy to get rid of. The problem is that it happens even in other parts of the fluid when some object collides and interacts with the fluid. Now this would usually not bother me cause what happens underwater is rarely visible, but in this case I am implementing a white water generator and those velocity peaks are creating unwanted annoying water foam underwater. I attached a scene file that shows the issue. Did anyone experience the same issue and solved it somehow ? water_tank_h12.1_05_odforce_test.hip
  2. I'm trying to run a pyro sim where it is parented to follow some animation but I don't want the sim to pick up that velocity from the translation/rotation. I want the pyro sim to act as if its simming in place and then I want to apply the motion as an afterthought. In the example, once the pyro container starts moving I don't want the velocity of the emitter/container to influence the simulation. Tried using motion and objectposition dops to negate the effect but nothing. Also didn't have luck playing with options on the resize_container or source_density_from_box Thanks! Any help is appreciated. translated_pyro.hip
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