borisb2 0 Posted July 21, 2015 (edited) I'm setting up a new flip sim - open ocean shot. main flip sim so far looks good. But whitewater source is causing problems. When using "volumes and particles" as source I get nothing with vorticity, When using "Particles only" I get this: (see image) Also trying acceleration or curvature gives not one good source for foam emission - didnt have that before any idea whats causing this? Edited July 21, 2015 by borisb2 Share this post Link to post Share on other sites
Diego A Grimaldi 85 Posted July 21, 2015 Do you have a vorticity attrib in the main flip sim? Share this post Link to post Share on other sites
borisb2 0 Posted July 22, 2015 no, its the wavelayer setup with some customized velocities (around the boat). Seems like this is happening only on this cache - a different cache-version doesnt show that behavior. As mentioned, also acceleration and curvature are showing weird results (stretched) Share this post Link to post Share on other sites
djwarder 6 Posted February 9, 2018 Anyone else having the same issue as this? Getting similar results from sims using Guided Ocean Layer and not getting very nice source for whitewater. Any fixes to get round this at all? Share this post Link to post Share on other sites
tamagochy 71 Posted February 12, 2018 On 09.02.2018 at 2:16 PM, djwarder said: Anyone else having the same issue as this? Getting similar results from sims using Guided Ocean Layer and not getting very nice source for whitewater. Any fixes to get round this at all? What do you mean "not getting nice source for whitewater"? Can you show the picture? Share this post Link to post Share on other sites
tamagochy 71 Posted February 13, 2018 Never get this. Do you use shelf tool for creating sim? Try to disable all custom stuff and check if you get this. Share this post Link to post Share on other sites
borisb2 0 Posted February 13, 2018 as far as I remember it was because of droplet-attribute which I was using .. disabling it fixed that issue.. but this was way back with H14 I believe Share this post Link to post Share on other sites
djwarder 6 Posted February 14, 2018 (edited) On 12/02/2018 at 8:25 AM, tamagochy said: What do you mean "not getting nice source for whitewater"? Can you show the picture? Seem to be getting lots of pockets of velocity under the surface and also around edges. Makes sourcing nice whitewater emission pretty tricky! This screenshot shows a bit of the issues - side view of a ww source from a flipsim (guided ocean layer) with a collider on surface and then saved out via fluidcompress ... Edited February 14, 2018 by djwarder Massive image! Share this post Link to post Share on other sites
tamagochy 71 Posted February 15, 2018 It's looks like you have mistake at setup. Try to recreate everything from shelf tool. Flip sim then ww sim. Share this post Link to post Share on other sites
djwarder 6 Posted February 15, 2018 Its very odd, think the flip sim is creating some odd velocities but wanted to make sure. Lots of debugging ahead! Share this post Link to post Share on other sites
borisb2 0 Posted February 15, 2018 you can easily creat your own emission criteria. No need to use shitty houdini-one. Just sample in a VOP neighbor velocities, subtract from current points velocity and fit range length of that vector into emission criteria. Remove all points that dont meet emission criteria . thats just one way Share this post Link to post Share on other sites
djwarder 6 Posted February 16, 2018 Cheers Boris. Killing points by distance from the collider atm, but will give your idea a go! Share this post Link to post Share on other sites