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Showing results for tags 'flipfluid'.
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Hi all.. I'm trying to find the solution, how to control water (or whitewater) shape behaviour around the floating boat. I would like to obtain shape like in top picture on the left. But my results always looks something like on picture bellow, (very extensive side ripples) which I don't want to. Nobody in tutorials or PRO courses doesn't explain how to control that behaviour, if I don't want leave simulation to work 'naturally'. I think it has something to do with the custom velocity values, but I had no good result with my experiments. I saw some tutorials for Maya's or Max's PhoenixFD, where was really good looking results. So, does anybody know, which parameter, feature or node is responsibile to control that, if I want to avoid natural behaviour and obtain the shape like on top left on the picture? ps: The top picture simulation made somebody in Houdini (all boat floats is 58 km/h) with some personal 'KA_wave' tool, which doesn't exist for commercial use. ..I can pay for explanation or shared example hip file..
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Hi guys, I'm wonder how to active volume vel with just some emitter or just on some volume source. Example; I have a water in the glass. I want to swirl the water, So I create vel field for that and use to volume vel by copy in operation mode(have image). So now my water in the glass is swiling. And then, I want to put some red juice to the glass while water is swirling. The red juice will be go downward and swirl follow the water. The problem is!!! ... When I emit my red juice to the glass, the volume vel have effect and active to my red juice too. that wrong, I don't want that . So how can I active volume vel just only with flip souce1(Or water in my example) and not active on the flip source2(or red juice on my example)? Thanks for every reply.
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Hi All, I have recently started working with Houdini Flip and while trying to achieve air bubble inside Flip simulation in a pouring liquid, I am failing quite miserably. I have used Air Incompressibility but unable to achieve the air bubbles while pouring the liquid something similar to https://www.facebook.com/particleskull/videos/1987853528104282? [www.facebook.com] Apart from that, I have a few questions and I am very hopeful that I will receive my answers here. When I reduce particle separation (high particle count) my collision fails and in order to fix it, I reduce grid size and increase iterations too. So my question is how should I proceed, What should I tweak first grid size or iterations so that I achieve a better collision? In the attached scene file I intentionally used low particle count in order to view and block out my sim but less particle count often cause my collision to fail, Is there any other way to achieve it so that I can save processing time with high particle count? My vessel (object) does have some thickness to it but sometimes collision fails, don't understand how can I control it and what if I needed a thin geometry in my shot, How can I make collisions to work with thin geo? Is there any correlation between the particle count or particle radius? e.g If I increase particle count then should I decrease particle radius considering the water-like liquid. How can I get rid of a few particles which got stuck with the surface of the vessel though the rest of the simulation works perfectly fine? Bottle_Project.rar
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- air incompressibility
- houdini
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Hi everyone, Houdini newbie here! I'm trying to do a water/river sim where the water goes around the loop as shown below: Right now the particles are simulated with a flip object with velocity on z set to 0.5. How should I set up the velocity so the particles go around the loop? Or should I use an object to emit particles instead? Not sure what's the best way to approach. I'd really appreciate your help here!
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I am having two issues here. One, I am unable to figure out how to cool down the system so that when the lava hits an object it begins to cool down. My second issue is how do i make the particles smaller? right now i have large balls that are fairly visible when the lava hits the rock surface. Please advise how i can fix these issues. Thank you for your time and consideration. lava_smoothing_004.hipnc
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Hi, I've been doing a boat like effect, started from FlipTank (from shelf) but as I add to Flip Solver (in Volume Velocity input) a "Source_Collision_from_Volume" that is my volume made from PolyfromVDB attatch to a Fluid Source that is used to create my "collisionVelocity" attribute the Tank get EMPTY after a couple frame. Thanks