Zybrand Posted March 17, 2014 Share Posted March 17, 2014 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 Quote Link to comment Share on other sites More sharing options...
Guest tar Posted March 17, 2014 Share Posted March 17, 2014 (edited) 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 March 17, 2014 by tar Quote Link to comment Share on other sites More sharing options...
johner Posted March 17, 2014 Share Posted March 17, 2014 Sub steps don't seem to help because the cache still only changes frame by frame. Also try a TimeBlend SOP to interpolate the geometry to sub-frames, assuming deforming geometry with constant topology. Quote Link to comment Share on other sites More sharing options...
Zybrand Posted March 18, 2014 Author Share Posted March 18, 2014 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. Quote Link to comment Share on other sites More sharing options...
Sierra62 Posted March 22, 2014 Share Posted March 22, 2014 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. Quote Link to comment Share on other sites More sharing options...
Zybrand Posted March 24, 2014 Author Share Posted March 24, 2014 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. Quote Link to comment Share on other sites More sharing options...
Sierra62 Posted March 24, 2014 Share Posted March 24, 2014 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. Quote Link to comment Share on other sites More sharing options...
LinchpinZA Posted July 18, 2014 Share Posted July 18, 2014 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 calculatedbefore being plugged into the fluid source using a trail sop, but I think the multiple emission sources is somehow confusing the fluid source sop. Quote Link to comment Share on other sites More sharing options...
Zybrand Posted July 21, 2014 Author Share Posted July 21, 2014 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. Quote Link to comment Share on other sites More sharing options...
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