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Flip fluid stream from fast moving object


Zybrand

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Hi guys,

 

I'm working on I shot fast moving character emits a trail of water. I got the cache from animation and it is moving really fast, so fast that there are large gaps in my emission. Even with motion blur on the fluid source I can't get a continuous stream. Sub steps don't seem to help because the cache still only changes frame by frame.

 

I don't have a lot experience with flip fluids in Houdini. Any ideas on how to get a continuous stream going?

 

thanks,

Zybrand

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try adding a trailSop to your geo, set to Connect as Mesh, Trail length 2, trail increment 1.

 

It will create the inbetween geo for the fluid sim

Edited by tar
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Hi Marty and Johner,

 

Marty

The Trail SOP didn't work for me, it did some sort of mesh blending but the polygons got messed up and connected in I weird way. Not sure if I am missing something.

 

Johner

The TimeBlend SOP work perfectly to get the blending between cache frames, thanks.

 

thanks for the help guys.

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In the fluid source sop there is a a geometry samples option under "scalar Volume, motion blur.   Try increasing this value.  For example I am currently working on a long smoke trail following a fast moving plane crash (500mph) and I have the geometry samples set 15 and worked well for a smooth look.

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Sierra62. So do you only change the geometry samples to 15 and leave the frames to blur and the blur offset to default?

 

At the moment I am using TimeBlend and using sub-frames in my Dop network but your way will probably sim faster if I can avoid the sub-frames.

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The blur offset is based off the direction you want to blur (-1 is a trailing blur, 0 is centered, and 1 is leading)  I would lean towards -1 or 0.  As for the frames to blur, it would depend on preferences but I have had success with just the defaults.  But upping this may help.

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  • 3 months later...

Hey guys I am trying the same thing with no such luck. Also have some fast moving geo I'm trying to emit fluid from.

But When I add the motionblur settings that Sierra62 suggested on the fluidsource node, my sdf freaks out I get voxels appearing on the edge of the bounding box of the fluidsource in the isosurfaces display.
I was wondering if there is anything I need to do to fix this. I think the caveat here is that my emission geometry is a couple spheres I have copied on to some moving points. They have velocities calculated
before being plugged into the fluid source using a trail sop, but I think the multiple emission sources is somehow confusing the fluid source sop.

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Hey LinchpinZA,

 

Do you have a sample scene of the problem or a screenshot?

 

For me the Timeblend fixed my problems because I was reading a cache and it wasn't calculating subframe data to blend with. Once I had that source motion blur worked well.

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