moreffects Posted July 23, 2012 Share Posted July 23, 2012 I'm trying chocolate caramel simulation where I'm trying chocolate getting break into pieces and while breaking caramel inside started getting stretch and wrinkled like cloth shape.I have tried using SPH particle but only thing i lacking is the wrinkling please help me ,if anybody know how to approach that. I'm attaching image so you can get the idea Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted July 23, 2012 Share Posted July 23, 2012 As far as I'm aware Houdini can not do thick viscosity effects with fluids. I spent the better part of a few months trying to simulate chocolate and caramel without any success. You're going to have to come up with some kind of hack or other solution to fake it. I've not been able to reproduce anything close to the viscosity effects you can do in Realflow. There is a stack error problem in the way Houdini calculates viscosity that the fluid will collapse onto itself, it'll cause bouncing, errors and separation of the particle streams. I've had better results with static volumns, but once you start using fluid emitters the solver will have problems with any high viscosity values. That is why the only example SideFX has posted with high viscosity uses a static volume, and it looks more like jello then fluid viscosity. Quote Link to comment Share on other sites More sharing options...
moondeer Posted July 23, 2012 Share Posted July 23, 2012 i wonder if the cloth engine would do the trick here. it has stretch and break that would approximate the motion. then, coat the cloth with a bit of FLIP fluid set to viscous. the just surface the whole lot and shade to with carmel. Quote Link to comment Share on other sites More sharing options...
Erik_JE Posted July 24, 2012 Share Posted July 24, 2012 As far as I'm aware Houdini can not do thick viscosity effects with fluids. I spent the better part of a few months trying to simulate chocolate and caramel without any success. You're going to have to come up with some kind of hack or other solution to fake it. I've not been able to reproduce anything close to the viscosity effects you can do in Realflow. There is a stack error problem in the way Houdini calculates viscosity that the fluid will collapse onto itself, it'll cause bouncing, errors and separation of the particle streams. I've had better results with static volumns, but once you start using fluid emitters the solver will have problems with any high viscosity values. That is why the only example SideFX has posted with high viscosity uses a static volume, and it looks more like jello then fluid viscosity. There are some people on vimeo that have had luck with H12 Flip and High Viscosity. Have not had time to play with it too much myself tho. Quote Link to comment Share on other sites More sharing options...
moreffects Posted July 24, 2012 Author Share Posted July 24, 2012 i wonder if the cloth engine would do the trick here. it has stretch and break that would approximate the motion. then, coat the cloth with a bit of FLIP fluid set to viscous. the just surface the whole lot and shade to with carmel. Thx replying Eric , I have tried that and giving me decent result but second part i didnt get it "coat the cloth with a bit of FLIP fluidsetto vicous" . can u explain me that a bit more . Quote Link to comment Share on other sites More sharing options...
Pazuzu Posted July 24, 2012 Share Posted July 24, 2012 (edited) As far as I'm aware Houdini can not do thick viscosity effects with fluids. I spent the better part of a few months trying to simulate chocolate and caramel without any success. You're going to have to come up with some kind of hack or other solution to fake it. I've not been able to reproduce anything close to the viscosity effects you can do in Realflow. There is a stack error problem in the way Houdini calculates viscosity that the fluid will collapse onto itself, it'll cause bouncing, errors and separation of the particle streams. I've had better results with static volumns, but once you start using fluid emitters the solver will have problems with any high viscosity values. That is why the only example SideFX has posted with high viscosity uses a static volume, and it looks more like jello then fluid viscosity. I think the H12 solver is very stable and fast with very high viscosity values in comparison with RealFlow; I have try it even with an ice cream simulation (multiple stack fluid) with very nice results. I'll post my results very soon in my vimeo channel. https://vimeo.com/lordpazuzu/videos Edited July 24, 2012 by Pazuzu Quote Link to comment Share on other sites More sharing options...
moreffects Posted July 24, 2012 Author Share Posted July 24, 2012 I think the H12 solver is very stable and fast with very high viscosity values in comparison with RealFlow; I have try it even with an ice cream simulation (multiple stack fluid) with very nice results. I'll post my results very soon in my vimeo channel. https://vimeo.com/lordpazuzu/videos I dont have question whthr houdini is better for particle fluid simulation or not, my problem is nothing but to get look what posted as image Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted July 24, 2012 Share Posted July 24, 2012 I think the H12 solver is very stable and fast with very high viscosity values in comparison with RealFlow; I have try it even with an ice cream simulation (multiple stack fluid) with very nice results. I'll post my results very soon in my vimeo channel. https://vimeo.com/lordpazuzu/videos Already "liked" your vimeo post Your results so far, have far exceeded anything I could come close to in H11. I still have a few of my old "failed" H11 scene files, but I'm not sure what happens if you open them in H12. For the caramel stream, is the emitter swinging back and forth to generate the folding of the fluid, or is the folding the result of viscosity feedback in the stream? That was something I was never able to achieve. Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted July 24, 2012 Share Posted July 24, 2012 I dont have question whthr houdini is better for particle fluid simulation or not, my problem is nothing but to get look what posted as image Yes, but getting the "look" is technically very difficult. Especially if the caramel is to be animated. Quote Link to comment Share on other sites More sharing options...
Pazuzu Posted July 24, 2012 Share Posted July 24, 2012 This is a fast approach for this type effect, play with the divergence attribute to initialize the tear zones, and with the viscosity. tear_fluid.hip Quote Link to comment Share on other sites More sharing options...
Pazuzu Posted July 24, 2012 Share Posted July 24, 2012 Already "liked" your vimeo post Your results so far, have far exceeded anything I could come close to in H11. I still have a few of my old "failed" H11 scene files, but I'm not sure what happens if you open them in H12. For the caramel stream, is the emitter swinging back and forth to generate the folding of the fluid, or is the folding the result of viscosity feedback in the stream? That was something I was never able to achieve. Thank you!! The emitter is moving back and forth; But right now I'm working with a sim of ice cream that needs feedback of viscosity to have those yummy folds . It's possible to do that remapping the velocity distribution in the shape of the emitter, for example if is a star shape emitter you can have high values towards the spikes and low at the center with a ramp for example, that way is like faking pressure force by collision. Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted July 24, 2012 Share Posted July 24, 2012 The emitter is moving back and forth; But right now I'm working with a sim of ice cream that needs feedback of viscosity to have those yummy folds . It's possible to do that remapping the velocity distribution in the shape of the emitter, for example if is a star shape emitter you can have high values towards the spikes and low at the center with a ramp for example, that way is like faking pressure force by collision. Wow, that sounds awesome. I haven't looked at fluids in H12 but I wish I had this a year ago. Quote Link to comment Share on other sites More sharing options...
Pazuzu Posted July 24, 2012 Share Posted July 24, 2012 This is the low rez stack icecream fluid test. The fluid mesh is from the default surface field. icecream_test.mov Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted July 24, 2012 Share Posted July 24, 2012 That is awesome. Seriously didn't know sidefx had improved viscosity this much. Quote Link to comment Share on other sites More sharing options...
Erik_JE Posted July 24, 2012 Share Posted July 24, 2012 Wow, that sounds awesome. I haven't looked at fluids in H12 but I wish I had this a year ago. That explains why I was so confused by your bashing on viscosity in Houdini . They added it for FLIP in H12. Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted July 24, 2012 Share Posted July 24, 2012 That explains why I was so confused by your bashing on viscosity in Houdini . They added it for FLIP in H12. Yea, there are viscosity like settings in H11 but they can't produce anything like that. I want to plan with this but don't have time Quote Link to comment Share on other sites More sharing options...
toadstorm Posted July 25, 2012 Share Posted July 25, 2012 This is the low rez stack icecream fluid test. The fluid mesh is from the default surface field. Pazuzu, that looks amazing. Is there any chance you could post a .HIP? Quote Link to comment Share on other sites More sharing options...
ikarus Posted July 25, 2012 Share Posted July 25, 2012 The built in viscosity system doesn't take into account viscosity strain, this is discussed here: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=25343&sid=259ab776d49deafb13e15105b46df800 Note the solution makes things slow down a good bit, but its pretty accurate. Quote Link to comment Share on other sites More sharing options...
moreffects Posted July 26, 2012 Author Share Posted July 26, 2012 The built in viscosity system doesn't take into account viscosity strain, this is discussed here: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=25343&sid=259ab776d49deafb13e15105b46df800 Note the solution makes things slow down a good bit, but its pretty accurate. hey thank u so much Raymond,gr8 info. Quote Link to comment Share on other sites More sharing options...
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