remlorestudios Posted March 25, 2013 Share Posted March 25, 2013 Hello! Does anyone know why a metaball & magnetic force setup inside a sopsolver to displace a flipfluid, deletes the fluid like it's draining? The magnetic force is pulling in the flipfluid, and I'm losing volume; like a vacuum... thanx! Quote Link to comment Share on other sites More sharing options...
ikarus Posted March 25, 2013 Share Posted March 25, 2013 Presumably your magnet is shrinking your particles together into the magnet's space which is convergent motion, with reseeding enabled your magnet becomes a sink. Why aren't you using the magnet force dop? Quote Link to comment Share on other sites More sharing options...
remlorestudios Posted March 26, 2013 Author Share Posted March 26, 2013 Hello Ikarus! Okay, so the reseeding makes sense because the points are becoming too crowded and thus are deleted... Magnetic Force Dop eh? I tried that (without much thought though) and it seems there's no way to put a metaball on it to deform the surface in the dopnet... I had to use magnet in a sopsolver... just trying to get a whirlpool effect here, and I was using magnet with metaball to form the funnel in the fluid since spinning flipfluids didn't do this alone... So what can I use in conjunction with the magnetic force node ? Quote Link to comment Share on other sites More sharing options...
mawi Posted March 26, 2013 Share Posted March 26, 2013 (edited) So what can I use in conjunction with the magnetic force node ? Connect a SOP Geometry node to the green input and link it to a metaball. Don´t forgett to set it as "set always" if your metaball is animated. Edited March 26, 2013 by mawi Quote Link to comment Share on other sites More sharing options...
remlorestudios Posted March 26, 2013 Author Share Posted March 26, 2013 Connect a SOP Geometry node to the green input and link it to a metaball. Don´t forgett to set it as "set always" if your metaball is animated. Okay I'll try that! Thanx! Quote Link to comment Share on other sites More sharing options...
remlorestudios Posted March 28, 2013 Author Share Posted March 28, 2013 Connect a SOP Geometry node to the green input and link it to a metaball. Don´t forgett to set it as "set always" if your metaball is animated. Okay, I tried that method, and it keeps the fluid from compressing (that's what it looks like...), but as soon as I add a vopsop force via vopsolver (oh let us say a basic quaternion setup in the vopsop)to add some finer spinning type waves, the fluid drops all the way to the bottom during the course of animation, yet the point count remains the same (now that reseeding is off...)??? Quote Link to comment Share on other sites More sharing options...
stooch Posted July 23, 2013 Share Posted July 23, 2013 (edited) what you are seeing is normal houdini behavior. The particles are squeezing into one grid voxel and are being advected around as a bunch. This is what particle separation does for voxel based solving, it ensures that particles don't get squeezed into one voxel. If you are introducing outside force, i think you need to use particle separation imo. The reseeding causing your to lose particle cound is a hint that your particles are being squeezed so the solution is to enable separation or use normal particle fluid solving. Edited July 23, 2013 by stooch Quote Link to comment Share on other sites More sharing options...
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