remlorestudios Posted February 26, 2013 Share Posted February 26, 2013 Hello again! I usually don't ask too many questions, but this one has me stumped... How does one read in the SDF of a flipfluid in a SOPSOLVER to alter density attribute e.g., if the point is within the surface field, density = 1, if it's outside the surface field, density = 0. I appreciate the help... thanx! Quote Link to comment Share on other sites More sharing options...
Solitude Posted February 26, 2013 Share Posted February 26, 2013 You're looking for the surface field. Most particles should already be in the surface field (dop import or dop i/o this), otherwise they should have an attribute 'underrsolved' or 'ballistic' (if you have that enabled) I can't remember exactly which... then you can use a vop or attib from volume to get the sdf value from the surface field. Quote Link to comment Share on other sites More sharing options...
ikarus Posted February 26, 2013 Share Posted February 26, 2013 like this? customdensity.hip Quote Link to comment Share on other sites More sharing options...
remlorestudios Posted February 26, 2013 Author Share Posted February 26, 2013 Okay Ikarus, I'll check this file out! Thanks Quote Link to comment Share on other sites More sharing options...
remlorestudios Posted February 26, 2013 Author Share Posted February 26, 2013 (edited) like this? customdensity.hip Okay, this is good and I appreciate the quick response! But for some reason, it's not sampling the volume... now if I also pipe in PointPos. from Globals to input 2, then it'll assign 1000 and 1 to their respective areas (- and + side of the z axis)... but that's just testing to see if it's writing out values based on < 0 or > 0. So, what i did is just take a sphere primitive for now and piped it in, but it doesn't recognize the sphere volume to sample... the particles inside the sphere area (that's masking out part of the torus flipfluid) should receive 1000 and the points outside the sphere, receive a 0... the vopsop works, but it isn't sampling the source volume... so we're almost there... unless i'm implementing this incorrectly... **update - Okay, it was the vopsop input being that the objectmerge was set on 1, forget to set the OP index in the volumesampler inside the VS hehe it's working now... and I changed the surface tot he torus surface and used an isooffset to adjust the shell... walah! thank you so much Ikarus and Igor Zanic who helped me with this also! Edited February 26, 2013 by remlorestudios Quote Link to comment Share on other sites More sharing options...
remlorestudios Posted February 26, 2013 Author Share Posted February 26, 2013 (edited) oh one more thing, how do we get the less dense particles to float around like mist? Sorry, forgot to add that... ** just fill the container with air particles ... particles with .0012 density... or create a sdf shell around the water sim to fine tune the air only where needed for more efficient sim... Edited February 27, 2013 by remlorestudios Quote Link to comment Share on other sites More sharing options...
remlorestudios Posted February 27, 2013 Author Share Posted February 27, 2013 You're looking for the surface field. Most particles should already be in the surface field (dop import or dop i/o this), otherwise they should have an attribute 'underrsolved' or 'ballistic' (if you have that enabled) I can't remember exactly which... then you can use a vop or attib from volume to get the sdf value from the surface field. Thank you for your input and prompt reply! Quote Link to comment Share on other sites More sharing options...
Lucas van Rossum Posted September 3, 2013 Share Posted September 3, 2013 Hello Peon, I have same problem here.I started using Houdini and I'm a little confused with your explanation. Do you have an example scene? thank's lucas Quote Link to comment Share on other sites More sharing options...
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