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Magnetic Force and Flip Fluids Problem...


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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 ?

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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 by mawi
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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...)???

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  • 3 months later...

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 by stooch
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