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Showing results for tags 'flat tank'.
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It's been hard getting support from the Houdini community on this topic. I'm not sure if the solution to my problem is obvious, or if it's too much of a headache to explain the solution. Either way, this forum is my last hope. I'm trying to simulate a small scale breach—think head coming out of a tub of water. Right now I'm in the RND stage, so I have a simple flat tank setup with a colliding sphere that has an animated mountain noise. Everything is stable when running the sim on a single machine, but when I slice it up and send it to the farm I start to experience volume loss in the tank. I'm assuming it has something to do with the particles being transferred between computers and in turn the attributes become unstable, this is just a guess though. If this is the cause, I wouldn't know how to fix it since my knowledge on distributed sims is limited. The screenshots I've attached show the difference between running the sim on the farm vs a single machine. I only ran the sim to frame 14 in order to get quick results. The actual flip object and solver parameters have not changed between each screenshot, the only difference is whether it's distributed or not. Screenshot 01: Distributed Simulation Screenshot 02: Non Distributed Simulation ALSO, when watching the masterclass on setting up the distributed simulations for FLIP, I noticed that the "Create Boundary Layer" option is manually disabled. I've followed this in my workflow, but technically I need my tank to behave as if it were "infinite", so should I keep this on? Maybe not. Either way I ran a test with it enabled just to see what happens. I don't normally work with tanks when using FLIP so this is a learning experience as well. My results are shown in the screenshot below. You can see that the padding doesn't sink, which makes sense I guess... but the active simulation still sinks. Screenshot 03: Distributed Sim with Boundary Layer enabled Screenshot 04: Distributed Sim with Boundary Later enabled - top view This was probably too much info, but I'm trying to be thorough in order to pin point the issue. I can provide the .hip file as well for those who want it. Any help/insight is appreciated. I'm open to any tips and tricks as well, thanks!
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I am trying to replicate Houdini'sBasic liquid shader (E.g. Vorticity )and uniform volume shader in a Flat Tank created using Shelf tools while rendering using Arnold and so far I am unable to achieve anything close to what I get in Mantra. Could anyone let me know If it is possible in Arnold, If yes what should I do?
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- flat tank
- liquid shader
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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:
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I have boat wakes from Ocean flat tank .Fluid compress and the Surface cache. Exporting to texture at the oceanevaluate node give me the ocean wakes and the boat in black. What I want is only the the wakes from the boat as a displacement information so I can apply it on a grid that already have ocean deformation in Maya ( for Redshift ). Is anther another way to do it? Thank you! This is what I have now
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Hello! I'm trying to create the wake and white water created by a boats engines/propellers. I've made it work by adding forces from a PointVOP into a fluidsource, but as soon as I change the Particle Separation in the flattank_initial, it stops working. Also, when entering the node containing the plane from which I create the force, the perspective gets all weird. In the attached file the forces do not work. It's a super simple setup, but as this is my first attempt at Houdini, I'm stumped. Any and all help would be greatly appreciated. Attached: Workfile, Indie Limited-Commercial license. Tug_Sim_V06.hiplc
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Hey everyone! I want to create a sim with a fluid created from an object and pour into a Flat tank sim, but I'm failing to make them merge into the same FLIP object within DOPS. Flat tank and Fluid from Object will give me a different FLIP solver that of course will not interact, so I'm not sure how to make the FLIP object become part of the same sim. It'd be very helpful if someone could point me in the right direction, as I'm looking into the forums and can't find something close to what I need. Seems to me that I have to make the fluid from object merge in some way into the OUT_Pts from the flat tank but I'm not sure how to feed the correct information onto the merge to have it recognized as valid FLIP data. Any guidance will be very much appreciated, thanks!
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https://www.sidefx.com/index.php?option=com_content&task=view&id=2700&Itemid=261 Following this tutorial I'm finding the area light doesn't actually work in the same way as in the video, it seems to lose it's ability to light up the flat tank fluids once it gets beyond the boundaries. Can anyone give some indication as to what I might be doing wrong?
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- houdini
- area light
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