Neil Posted April 12, 2012 Share Posted April 12, 2012 (edited) My first shot. i'v seen a few of Flip or naiad test videos about ship sail on the water. In many tests, they build a large scale fluid tank so the ship can goes farther but with lots memory cost and time waste. My goal is optimize this, i created a customize bounding box to limit the Flip and parent the bbox position with the ship. so i had a constant memory cost wherever my ship sail. lucky it works!! my ship sail on the ocean without the default volume limits.. Hip i uploaded at #4 In the next step, i'll try to use the velocity field to auto-resize the flip , so that even the ship sail with different speed and turn around, my boundingbox will still match perfect. i think i also need a minimum and maximum set when ship doesn't move or move too fast. Bad english.. Edited May 2, 2012 by Neil 2 Quote Link to comment Share on other sites More sharing options...
Neil Posted April 12, 2012 Author Share Posted April 12, 2012 image Quote Link to comment Share on other sites More sharing options...
JuriBryan Posted April 22, 2012 Share Posted April 22, 2012 hey man that looks awesome! could you maybe explain a little bit more in detail how u did it.... or maybe post a basic hip that shows the basic set up.... really cool idea! Oh and I have one more question.... does someone know how to extract only the top side of the particles... What I mean is only the part of the fluid sim that is deformed.... so that it is just a deforming grid basically... cheers Quote Link to comment Share on other sites More sharing options...
Neil Posted May 2, 2012 Author Share Posted May 2, 2012 here is clean HIP to show how to do this. And here is the video link to my recent Test. Resize.hip 1 Quote Link to comment Share on other sites More sharing options...
zoki Posted May 3, 2012 Share Posted May 3, 2012 thanks neil for sharing this i tried to set it up but had some glitches looking forward to see your setup Quote Link to comment Share on other sites More sharing options...
nran Posted May 3, 2012 Share Posted May 3, 2012 very very nice one~~~~good job man Quote Link to comment Share on other sites More sharing options...
lijunhong Posted October 3, 2012 Share Posted October 3, 2012 允许输入拉丁字符的拼 Quote Link to comment Share on other sites More sharing options...
lijunhong Posted October 3, 2012 Share Posted October 3, 2012 Break down your video "Add extra velocity field to make more turbulence around ship" How do??? Thanks! 2 Quote Link to comment Share on other sites More sharing options...
poco Posted October 13, 2012 Share Posted October 13, 2012 cool man! I have seen the video,the mind is good which can improve a lot speed..... Quote Link to comment Share on other sites More sharing options...
Jordan Walsh Posted October 15, 2012 Share Posted October 15, 2012 Great stuff!!! Thanks for the example file! How did you get the HOT ocean to blend into the sim and extend out to the horizon? Ive got one blending with the flip surface ok, but struggling with extending it further. Quote Link to comment Share on other sites More sharing options...
Nerox Posted October 16, 2012 Share Posted October 16, 2012 Hi Neil, Based on your breakdown video, I wonder, does the flip container actually move in worldspace? Or did you apply forces to the water to make it look like it does? Quote Link to comment Share on other sites More sharing options...
Nerox Posted October 17, 2012 Share Posted October 17, 2012 I've had a closer look at the hipfile, I find it very clever indeed. I'm currently simulating it with 20.000.000 particles and there are artifacts showing around the edges of the container where fluid is sourced. Some work has to be done to turn this into an easy to apply HDA, but it definitely shows the potential of this approach. Things become considerable more complicated when your boat has to turn, or how when you want the container to scale automatically according to the ripple that you create. For those who used the first iteration of the FLIP solver, doing something like this used to be unthinkable. Having a container, was a problem on it self, but this ... Things like this show the terrific progress that SESI made with this iteration. Tnx Neil! :-) Quote Link to comment Share on other sites More sharing options...
tasiek Posted November 15, 2012 Share Posted November 15, 2012 great job. one question. why this dop is not beinch cached when i playback ? in Flip Object, Allow Caching is checked on. thx for sharing Quote Link to comment Share on other sites More sharing options...
whyeah Posted November 19, 2012 Share Posted November 19, 2012 that's very very usefull,but i got question when i write my surface field,it only wrap around the emitter,humm.. Quote Link to comment Share on other sites More sharing options...
gramx Posted April 3, 2013 Share Posted April 3, 2013 Great work! Thanks for sharing the hip! really helpfull I have loaded the file into houdini 12.5 apprentice, but when I sim I dont get any new particles added to the Flip ;( Is this a problem with 12.5 or Apprentice? Thanks for your help Graham Quote Link to comment Share on other sites More sharing options...
Skybar Posted April 3, 2013 Share Posted April 3, 2013 Great work! Thanks for sharing the hip! really helpfull I have loaded the file into houdini 12.5 apprentice, but when I sim I dont get any new particles added to the Flip ;( Is this a problem with 12.5 or Apprentice? Thanks for your help Graham I don't know whats wrong, but if you delete the nodes that makes it an emitter - and then make it an emitter again, it works. Quote Link to comment Share on other sites More sharing options...
gramx Posted April 4, 2013 Share Posted April 4, 2013 Thanks for the reply. Can you specify which node I need to rebuild I have tried a few without luck! must still be missing one, is it just the yellow nodes in the flipsolver? Thanks for your help! Quote Link to comment Share on other sites More sharing options...
Skybar Posted April 4, 2013 Share Posted April 4, 2013 Here you go, should work. I put down two green notes in the AutoDopNetwork and Bounding_Box_and_Emitter so you can see what I replaced. Resize.hip Quote Link to comment Share on other sites More sharing options...
gramx Posted April 4, 2013 Share Posted April 4, 2013 Hi Thanks for the file, it works I just need to figure out how it all works now! Thanks again, big help! Quote Link to comment Share on other sites More sharing options...
gramx Posted April 8, 2013 Share Posted April 8, 2013 Hi I have been able to reproduce the Flip resize in my scene but have hit another problem. If you add the new whitewater solver to add spray/foam/bubbles it only works within the original grid. I guess that we need to setup another resize on the whitewater solver. Has anyone got this working? Thanks Quote Link to comment Share on other sites More sharing options...
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