Omy Posted July 24, 2010 Share Posted July 24, 2010 Could anyone tell me how to create sand simulation.. I mean just a sphere falling making use of pops and dops much appreciated if you can provide me a hip file to see what happens Quote Link to comment Share on other sites More sharing options...
Farid Posted July 24, 2010 Share Posted July 24, 2010 Could anyone tell me how to create sand simulation.. I mean just a sphere falling making use of pops and dops much appreciated if you can provide me a hip file to see what happens hahahh,i was asking one year ago on how to make such effect,but nobody could tell me the exact procedur,i think it's not yet time to expose such idea. from what i know,simulating falling sphere in rbd,and transfer the velocity to particle is the way to go,but for now,i still don't understand on how to creat this velocity field from those falling sphere maybe you get the chance to make it work ! good luck cheers Farid Quote Link to comment Share on other sites More sharing options...
Netvudu Posted July 25, 2010 Share Posted July 25, 2010 won´t this be doable with a POP Solver? Although simple spheres as RBD Objects (maybe using the ODE solver for quicker sims) also sounds feasable... Quote Link to comment Share on other sites More sharing options...
Omy Posted July 25, 2010 Author Share Posted July 25, 2010 oh but i think its pretty easy using popsolver and dops,! Quote Link to comment Share on other sites More sharing options...
Akabane Posted July 25, 2010 Share Posted July 25, 2010 Well, a simple method could be converting the geo into a volume, scatter points into it and use those as a source for the popnet. This will just give you the simple "sand effect" given the correct amount of particles. Continuing from there, another one could be using the popnet just to spawn the initial particles, and then treat those as a liquid sim in DOPs (but without most of the liquid properties..). I think i'd just use LOTS of viscosity, and that could give a cool effect also. The problem would be solving the sim. I don't really see 1+Million particles solving fast with the fluid solver anyway. But that could be an idea anyway. Oh, and there actually IS a sand solver in houdini (that uses FLIP technology by the way) but i never figured out how to use it XDDD Quote Link to comment Share on other sites More sharing options...
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