daehuck Posted June 8, 2013 Share Posted June 8, 2013 (edited) Hi, im doing flip fluid i made a sphere and use it flip fluid emitter and collide with a glass however, fluids didn't fill the object it only collide with the glass. i think particles are die after collision but not sure, Anybody can tell me why fluid don't fill the object? HERE IS MY HIP FILE test.hipnc Edited June 8, 2013 by daehuck Quote Link to comment Share on other sites More sharing options...
pbarua Posted June 8, 2013 Share Posted June 8, 2013 I created a simple setup for that, check that out. fillGlass.hipnc Quote Link to comment Share on other sites More sharing options...
daehuck Posted June 8, 2013 Author Share Posted June 8, 2013 I created a simple setup for that, check that out. well, thanks a lot But I'm unable to understand your node. did you made it manually? node is different from mine. so i modify my node like yours but it doesn't work. i think we may have a different version of houdini. my version is 12.5 if Im wrong, can you tell me how to make a such node? in dopnet you have 2surface volumes and use a VDB from polygon node. It maybe annoying you. Sorry, but I want to get a more information. Thanks! This is my hip file but it didn't work. IS THERE ANY DIFFERENT WAYS TO MAKE A FLIP FLUID BY MANUALLY? NOT USING AN AUTO DOPNET. test2.hipnc Quote Link to comment Share on other sites More sharing options...
pbarua Posted June 8, 2013 Share Posted June 8, 2013 No, I used the same version 12.5. And I created some nodes manually. vdbfrompolygons1 is used to create collision volume. Then this volume is imported in DOPs using Source Volume node and its Initialize parameter set to Collision. And connected to Input3 (Volume Velocity) of flipsolver to calculate collision. Make sure Scale Source Volume parameter under Source Volume node is set to -1. Quote Link to comment Share on other sites More sharing options...
daehuck Posted June 9, 2013 Author Share Posted June 9, 2013 No, I used the same version 12.5. And I created some nodes manually. vdbfrompolygons1 is used to create collision volume. Then this volume is imported in DOPs using Source Volume node and its Initialize parameter set to Collision. And connected to Input3 (Volume Velocity) of flipsolver to calculate collision. Make sure Scale Source Volume parameter under Source Volume node is set to -1. ok thanks! I have to study harder your answer is very useful to me Quote Link to comment Share on other sites More sharing options...
Mac.0 Posted June 10, 2013 Share Posted June 10, 2013 there is also another way you could use the geometry as volume for collision. test.hipnc Quote Link to comment Share on other sites More sharing options...
daehuck Posted June 11, 2013 Author Share Posted June 11, 2013 (edited) there is also another way you could use the geometry as volume for collision. thanks!! I know much more than few days ago:) Edited June 11, 2013 by daehuck Quote Link to comment Share on other sites More sharing options...
michaelliu Posted April 22, 2014 Share Posted April 22, 2014 杯子静态可以,动态的就不行吧 Quote Link to comment Share on other sites More sharing options...
michaelliu Posted April 22, 2014 Share Posted April 22, 2014 Glass static, not dynamic,if with aninimition,it is bad Quote Link to comment Share on other sites More sharing options...
whodini Posted December 8, 2014 Share Posted December 8, 2014 I'm also noticing that if the collider object is animated the flip simulation has jittering issues because the collision field for the collider object is different every frame. Is there a good solution to this issue? Quote Link to comment Share on other sites More sharing options...
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