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Showing results for tags 'flipsolver'.
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Hi all - basic FLIP question around detecting particles that collide. I have a simple setup (see screenshot) and I need to detect and group particles that collide with the static object in order to assign a new Cd to these collision particles - hopefully determined by either a ramp OR a texture color from the collision geo. I'm having trouble finding good references for detecting colliding particles in a flip tank / flip solver setup. I found several tutorials covering setting up a pop collision detect node for a pop solver, but I'm unsure how to translate that to a flip solver - or even if a pop collision detect would work with a flip solver. Any help or pointers would be much appreciated. Thank you!
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I've been trying to reference a null in the flip object but it doesn't work (i.e the flip solver doesn't show anything) Here's my issue - https://imgur.com/a/vXUpqyR . What could I be doing wrong? It comes from following this section of the tutorial - https://vimeo.com/173335049#t=9m37s [vimeo.com] He's using Houdini 15..is that why its not working for me?
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Good afternoon. With simulation, the fluid does not completely fill the geometry, and in the middle there is some kind of emptiness. Guys, tell me what is not doing it right? clock_2.hip Retop.obj
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Hi, I'm trying to mix flip colors. Before H13, old Popsolver can transfer Cd to particles. In H13, new popsolver can't do in this way. I think I might take the Fluid Source from SOP and transfer Cd to particles, but it didn't work. (as shown on the left image.) My Question is: How does transfer Cd to color Flip Fluid Object? or any suggestion. Thank you. Tony colorMix_v04.hip