jk79 Posted January 5, 2011 Share Posted January 5, 2011 Hello! I am a houdini noob and have a quick question about particles. I am using flipfluid and I want to emit extra particles when the fluid hits any collision surface.(to create white water effect) I guess I have to somehow group the colliding surface of the fluid and have particles emit based from that, but I am having a difficult time achieving it. Does anyone have suggestions or tips? Thanks so much! flip_test.mov Quote Link to comment Share on other sites More sharing options...
thinkinmonkey Posted January 5, 2011 Share Posted January 5, 2011 Hi, first of all, I like your sim, but the the last falling water looks a bit repetitive. Second, have you seen these videos: Peter Quint - FLIP Fluid Winespill Introduction to FLIP Fluids on SESI ? I haven't a right solution for you, I'm noob too, but I could suggest you that if the rate of falling water is constant, you could simple put a particle emitters where fluids touch walls and let them starting at the right moment. I know it's not the best, but it's a solution waiting for something better! Anyway, you could make a google search with "houdini splash particle" and finding something interesting. I found these but I don't know if they can help you, just give it a try: One Other Study SESI tutorials too: Fluids Technical Evening Particle Spray On Waves Quote Link to comment Share on other sites More sharing options...
Macha Posted January 5, 2011 Share Posted January 5, 2011 (edited) Try this split example Jason. splitb.hipnc Edited January 5, 2011 by Macha Quote Link to comment Share on other sites More sharing options...
jk79 Posted January 6, 2011 Author Share Posted January 6, 2011 Try this split example Jason. Thank you all for the help. I'll definitely check out the videos. Macha, I took a look at your scene, but I was actually looking for a way to emit particles just from collision faces of the fluid mesh, not from the source particles. what I was trying to do was grouping the faces of the fluid that are colliding and using that group to emit another layer of particles. Is this possible to do that? Hope I am making sense. Any suggestion would help. Thanks again! Quote Link to comment Share on other sites More sharing options...
Macha Posted January 6, 2011 Share Posted January 6, 2011 You could create an attribute based on distance. Attribute transfer sop or a pointcloud in a vopsop could do that. You can then use that attribute to define the source for particles (area attribute, scatter sop, or deleting faces). Sometimes you get hit attributes automatically in a dopnet but I think not in case of fluid surfaces (I may be wrong) Quote Link to comment Share on other sites More sharing options...
jk79 Posted January 6, 2011 Author Share Posted January 6, 2011 You were right. Attribute Transfer sop did the trick. Thanks again, Macha! Quote Link to comment Share on other sites More sharing options...
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