Doum Posted March 28, 2013 Share Posted March 28, 2013 hey all, I use the shelf tool to create a wave tank (houdini 12.5) and I notice that the wave motion velocity is only acting at the first frame. What can I do if I would like to keep this velocity affecting the flip fluid until a desire frame? I saw a vel volume under the initial watertank geo and thought it could be use with a field force in dop, but when I try to use a sop vector field, it tell me that it's not a volume? Any better idea, I'm still new to houdini so maybe there is others ways that could be more effective. Thanks Doum Quote Link to comment Share on other sites More sharing options...
Solitude Posted March 30, 2013 Share Posted March 30, 2013 (edited) You can use the ocean vector field, the only catch is that you should mask it by the surface field when you bring it into the sim... I did that with a volume vop. If you don't do this, your splashes and such above the main body of water will get underlying ocean motion even while they're in the air. You then just need to multiply it down to 0.042 if you're working at 24fps (1/24) and add it to the vel field. I've attached a file that should be right -- I didn't test it much though since it's a bit late here. Quick Edit: updated blast node name, and added volume trail to preview vels from masked volume. FlipWaveTank_Continuous_h12.5.hipnc Edited August 27, 2013 by Solitude 1 Quote Link to comment Share on other sites More sharing options...
shushu Posted April 4, 2013 Share Posted April 4, 2013 (edited) field force?( o air field) fluidtank-initial/ out/ velocity attribute? Edited April 4, 2013 by shushu Quote Link to comment Share on other sites More sharing options...
Doum Posted April 4, 2013 Author Share Posted April 4, 2013 Thx solitude, I'll take a look at it today Quote Link to comment Share on other sites More sharing options...
eddgarpv Posted May 9, 2013 Share Posted May 9, 2013 Thanks for the scene, Ian. I thought I could get a continuous motion using the ocean spectrum's Loop Over Time checkbox Quote Link to comment Share on other sites More sharing options...
Solitude Posted May 10, 2013 Share Posted May 10, 2013 You can, but that's only if you are going to use an ocean plane, and not a fluid simulation. When you set up a flip simulation from the waves, which is what that shelf tool does, it only gives it an initial state to the fluid sim. Quote Link to comment Share on other sites More sharing options...
Nate Posted August 23, 2013 Share Posted August 23, 2013 (edited) Hi Ian, First off thanks for the great solution. Could you explain in a little more detail the use of the two blast nodes and how those group expressions are masking the velocities above the deformed grid? Edited August 23, 2013 by Nate Quote Link to comment Share on other sites More sharing options...
Solitude Posted August 26, 2013 Share Posted August 26, 2013 Do you mean this expression? @name==vel.* It's somewhere in the help file, but can't remember exactly where... This is a syntax for saying @attribute==somevalue so in this case i'm matching the name attribute to a string so I can keep the velocity volume and the surfact volume. In the volume vop I'm just checking whether a voxel is inside or outside of the surface, and just using a switch to 'mask' the vel field by the surface. That syntax can also be used in the group field, like @Cd.x<0.5 to limit an operator to work on any point who's red channel is less than 0.5... Quote Link to comment Share on other sites More sharing options...
JonathanGranskg Posted August 26, 2013 Share Posted August 26, 2013 (edited) One way we were taught in HOU207 at fxphd: Create a wave tank with the shelf tool, go into the DOPnetwork and add a field force. In the field force you want to change the "force" to "vel", plug in a sopgeo taking in the OUT node from the fluidtank_initial. Remember to set the time and file path to update always. That should work. If you want to hide the points in the viewport add a rendering parms volatile to the sopgeo and turn display to 0. Edited August 26, 2013 by JonathanGranskg Quote Link to comment Share on other sites More sharing options...
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