msyugo Posted June 29, 2014 Share Posted June 29, 2014 Hey guys, Just started learning houdini recently, and i'm quickly realizing how good it is, wich also comes with a ton of questions... ahah So i started playing around with the FLIP fluids, and after this first test, ( ), encountered a problem. I'm driving the viscosity with the color, but it doesn't assume the animation that i have set in the sops into the dops. Or at east i think that that is the problem. just takes whatever it is on the first frame, but doesn't 'play' the animation in color that i have setupSo in basic, would like to know how can i import my sop animated attributes(viscosity driven by color in a vop sop, in this case) into the flip object...Any ideas? Thanks a lot M Quote Link to comment Share on other sites More sharing options...
Mandrake0 Posted June 30, 2014 Share Posted June 30, 2014 (edited) hey i have read your post and i have tough that would be a nice small learning challenge for me :-) the main reason that doesn't work is that the values aren't transferd so the flip fluid can't use your data. (spreadsheet is your friend :-) when you create in the sop object some particles (scatter) add the attributes to the particles and change in the autodopnetwork the flipfluidobject value surface sop => particle field. you will get just in the first frame the values. for your problem i have made a example i think there is sure a better way because my knowledge is still limited but it will help. in the example you will see that a volume will transfer the viscosity to the flip fluid in the autodopnetwork. EDIT: i just noticed that some text is obsolete. :-) FLIPFLUID_AttributeTransfer.hipnc Edited June 30, 2014 by Mandrake0 Quote Link to comment Share on other sites More sharing options...
eetu Posted June 30, 2014 Share Posted June 30, 2014 For me it's easier to modify the point attributes in a sopsolver inside DOPs, also you lose a bit of resolution if you go to volume and back. A workflow like yours is of course valid and may suit some situations better. FLIPFLUID_AttributeTransfer_ee.hipnc 1 Quote Link to comment Share on other sites More sharing options...
Mandrake0 Posted June 30, 2014 Share Posted June 30, 2014 thank you eetu. that's much simpler and faster. :-) Quote Link to comment Share on other sites More sharing options...
msyugo Posted June 30, 2014 Author Share Posted June 30, 2014 Hey, Thanks a LOT for the replies! Been at work, haven't checked the files, but should have a chance to go through both of them tonight. Can't wait to see what kinds of 'wizardry' are u guys up to! Ahah Again, thanks a lot!! Quote Link to comment Share on other sites More sharing options...
msyugo Posted July 1, 2014 Author Share Posted July 1, 2014 Hey guys, So i went though the scenes last night and managed to get it working!! =D Should have a few more test up soon... Mandrake, u're right, spreadsheet is a friend, but still struggling with all my maya vices... ahah Eetu, you're solution was spot on what i was looking for! Amazing Just have a few follow up questions, to make sure i understand all that is happening... So the source POP allows me to control the emitter/object status/animation during simulation, reading and apllying the data!? Does this source principle always works like this in DOPs? I mean, both for fluid, pyro, all of that? In the case of the source volume, is there a big diferrence between using it to emit on the first frame, or just have the flip object setting that initial frame for you? Really appreciate u guys taking the time! Cheers Quote Link to comment Share on other sites More sharing options...
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