R_cyph Posted October 29, 2012 Share Posted October 29, 2012 hey all, I've got a basic flip fluid sim and I want to calculate voritcity and apply it to the particles so I can save it out to disk to bring into 3ds max for rendering. I've read using the gas analysis node set to curl will give me vorticity, then use the gas field to particle node to apply to the particles but I have no idea how to get these nodes to work. If I open the flip fluid solver node I get msgs say the asset is locked. pretty please help. Quote Link to comment Share on other sites More sharing options...
Solitude Posted October 29, 2012 Share Posted October 29, 2012 (edited) I've attached a file that has it set up.... It also has a 'fade' option which allows for the vorticity value to fade out over time. It saves vorticity and vorticity_fade to the points. Also in there is an example of using the vorticity to modify density, creating an effervescent type of effect where the stuff in high vorticity floats up. I've also used that to create an 'oobleck' style sim (not in this file), by modifying viscosity where high vorticity means it stiffens up, and then since I have the fading value present, it goes back to a regular liquid. h12_vorticity_solver_2.hip Edited October 29, 2012 by Solitude 1 Quote Link to comment Share on other sites More sharing options...
Pazuzu Posted October 30, 2012 Share Posted October 30, 2012 (edited) Also you can calculate the curl vector (vorticity) in sop's (no sim needed). Here is the asset: Thanks to Johner for this technique. SOP_curl.otl Edited October 30, 2012 by Pazuzu Quote Link to comment Share on other sites More sharing options...
R_cyph Posted November 1, 2012 Author Share Posted November 1, 2012 Thanks alot guys! you've been a great help Quote Link to comment Share on other sites More sharing options...
R_cyph Posted November 6, 2012 Author Share Posted November 6, 2012 (edited) Okay, Now that I have a nicely working vorticity attr working. I'm looking for something like maya's cloud particle rendering or krakatoa's particle voxel rendering. Just a little volume sphere applied to each particle with per partical density and color I watched the waterfall tutorial on the sidefx site http://www.sidefx.co...2179&Itemid=259 Unfortunately, They're using a volumecloud shader with uniform sampling and apparently you can't alter things like opacity or density or color per particle. is there another Shader i can use so I can change density or color on a per particle level? Edited November 6, 2012 by R_cyph Quote Link to comment Share on other sites More sharing options...
R_cyph Posted March 11, 2014 Author Share Posted March 11, 2014 Also you can calculate the curl vector (vorticity) in sop's (no sim needed). Here is the asset: Thanks to Johner for this technique. Any idea why the SOP_CURL otl isn't working houdini 13? Quote Link to comment Share on other sites More sharing options...
ikarus Posted March 11, 2014 Share Posted March 11, 2014 VDB Analysis can calculate curl from a vector field. Quote Link to comment Share on other sites More sharing options...
Skybar Posted March 11, 2014 Share Posted March 11, 2014 You can calculate vorticity directly in the DOPnet when you are simulating. Take a look at the "Gas Vortex Confinement DOP", it uses the same steps, so you could just copy the first part of it (if you dive into the node). What you want to keep is "create_curl" and "create_curlmag", these two creates two fields. Then you want to keep "calc_curl" which calculates the curl of the vel, and then finally you want "get_curlmag" which calculates the length of the curl - this is the vorticity. After that you could just pop down a "Gas Field to Particle" to export the curl_mag (vorticity) to your particles. Voilá, vorticity. 1 Quote Link to comment Share on other sites More sharing options...
dayvbrown Posted March 17, 2014 Share Posted March 17, 2014 Just a little volume sphere applied to each particle with per particle density and color Hey hey, This is really simple to achieve, you can create a shader with a "Lighting Model" shop inside and set the model to "Isotropic Volume". You can then bring in Cd\Density\etc to adjust as you need. This will render each point as a little volume sphere dependent on the pscale attribute. Cheers, Dave. 1 Quote Link to comment Share on other sites More sharing options...
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