viezel Posted November 20, 2010 Share Posted November 20, 2010 Hi, so I playing for some time with the new flip solver. I really like it!. But in order to render out a good looking take, I need at least a particle seperation of 0.05, which gives me far to many particles than what my computer can handle at simulation time.. so.. Is it possible to use the up res node here. Simulate in low res and scale up at render time? if so, how should I connect it in my dop network? Any help will be great! Quote Link to comment Share on other sites More sharing options...
bunker Posted November 22, 2010 Share Posted November 22, 2010 the upres node is for gas simulations only ( it's called gasUpres ) You can distribute FLIP sims over several computers, that would be your best option. Hi, so I playing for some time with the new flip solver. I really like it!. But in order to render out a good looking take, I need at least a particle seperation of 0.05, which gives me far to many particles than what my computer can handle at simulation time.. so.. Is it possible to use the up res node here. Simulate in low res and scale up at render time? if so, how should I connect it in my dop network? Any help will be great! Quote Link to comment Share on other sites More sharing options...
viezel Posted November 22, 2010 Author Share Posted November 22, 2010 the upres node is for gas simulations only ( it's called gasUpres ) You can distribute FLIP sims over several computers, that would be your best option. really.. I didn't know that. What is the dropdown menu in the up res node for, when the options are liquid, gas, smoke etc? Thanks bunker, for that answer! Quote Link to comment Share on other sites More sharing options...
bunker Posted November 22, 2010 Share Posted November 22, 2010 (edited) True, you can choose "liquid", but it's for voxel grid based liquid only. Nothing to do with Flip fluids unfortunately. gasResizeFluid Dop is a digital asset, so you can open it and have a look. The dropdown allows you to select different sets of fields to resize, basically it's a gasResizeField microsolver with several field names attached. hope that makes some sense really.. I didn't know that. What is the dropdown menu in the up res node for, when the options are liquid, gas, smoke etc? Thanks bunker, for that answer! Edited November 22, 2010 by bunker Quote Link to comment Share on other sites More sharing options...
pclaes Posted November 23, 2010 Share Posted November 23, 2010 To "upres" a fluid sim, you may want to go down the "advect some more particles" way. Have a look at eeut's work, specifically where he describes how to do it: Quote Link to comment Share on other sites More sharing options...
bunker Posted November 23, 2010 Share Posted November 23, 2010 Nice link Peter, eetu's work is really impressive ! Quote Link to comment Share on other sites More sharing options...
pclaes Posted November 23, 2010 Share Posted November 23, 2010 It is. And there are a few more of those threads in the odforce archives. Makes me wonder how many I have missed out on since I joined odforce . For fluids and volumes that's probaly not that much considering they haven't been around that long. But shaders, vex, pops and sops... must be plenty... you should try the occasional random search - with a bit of luck the scene files still open. Quote Link to comment Share on other sites More sharing options...
viezel Posted November 23, 2010 Author Share Posted November 23, 2010 thanks for that link... he doing some great stuff! I still dont get how I use that in my flip simulation.. Could you be so kind to describe it. thanks! Quote Link to comment Share on other sites More sharing options...
pclaes Posted November 24, 2010 Share Posted November 24, 2010 I don't have the time to do a hip file right now, but have a look at the video on sidefx where Jeff Lait modifies the attributes with the flip. This should give you ideas on how to extract the velocity out of it. Then also have a look at Peter Quints' video on vimeo on how to render millions of particles. I haven't watched it fully, but I'm sure he's advecting. The difference is that you will want to advect by points rather than by a volume. Unless if you get the volume that is generated at each frame by the flip and use that to advect some more points, but I haven't played enough with flip yet to know if you have access to this volume. I would consider advecting the new points through pcfiltering the velocity of the pointcloud from the flip sim. If I get some time I'll see if I can try the above. Otherwise start learning, most of the describe techniques are documented in scene files here on the forum. (Perform and advanced search with my username "pclaes" and subject "pointclouds" or "particles" and I'm sure lots will pop up already). Quote Link to comment Share on other sites More sharing options...
bunker Posted November 24, 2010 Share Posted November 24, 2010 (edited) I did a quick upres flip solver test ... When doing particlesToField to transfer the particles velocity (v) to a vel field, I replace "Geometry" by a custom Geometry data instead ( from the lowres sim ). I also demonstrated that you can "slice" your sim in several chunks. At the moment, you get overlapping of particles between those chunks, and it looks really "gooey" but I'm working on it upres_flip_solver_01.hip Edited November 24, 2010 by bunker Quote Link to comment Share on other sites More sharing options...
bunker Posted November 24, 2010 Share Posted November 24, 2010 still a hack, but better looking ... upres_flip_solver_02.zip Quote Link to comment Share on other sites More sharing options...
Benyee Posted May 25, 2011 Share Posted May 25, 2011 when particles are fast or directions change in short time,the upres can't catch the base particles,but still smart ideal i think Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.