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Simply trying to fill a cup.


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I'm quite new to Houdini, and I've been experimenting with try to accurately fill a cup. However I've run into problems with filling the cup up correctly and controlling the amount of bounce that the particles are giving me. I've played with various substeps and sim sizes, but I don't seem to be able to recreate anything better then what the stock settings are giving me, I've included the .hip and the geo I've been working with. Any suggestions would be great.

Glass_Filled.rar

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flipfluidobject setting

 

Particle Seperation: 0.015

Particle Radius Scale: 1.2

 

glass_filled setting

*I thickened the collision geo (X and Z axis only), this might not matter, but I did it anyway.

 

Under 'Collisions'' tab

Uniform Division : 40

 

Under 'Physical' tab (This might not matter also)

Bounce 0, Bounce Forward: 0, Friction: 100

 

 

 

merge1 setting

Left Inputs Affect Right Inputs

 

With this setting, and supstep 1, I could fill the 1/2 cup by frame #130

with supstep 2, I could fill up 4/5 by frame #150

 

For the test, put this expression $FF<120 on Activation under 'source_surface_from_Emitter', so your particle will settle after frame#120.

Edited by bluciensky
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flipfluidobject setting

 

Particle Seperation: 0.015

Particle Radius Scale: 1.2

 

glass_filled setting

*I thickened the collision geo (X and Z axis only), this might not matter, but I did it anyway.

 

Under 'Collisions'' tab

Uniform Division : 40

 

Under 'Physical' tab (This might not matter also)

Bounce 0, Bounce Forward: 0, Friction: 100

 

 

 

merge1 setting

Left Inputs Affect Right Inputs

 

With this setting, and supstep 1, I could fill the 1/2 cup by frame #130

with supstep 2, I could fill up 4/5 by frame #150

 

For the test, put this expression $FF<120 on Activation under 'source_surface_from_Emitter', so your particle will settle after frame#120.

Wow thanks for this, will give it a shot when I finish uni today.

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flipfluidobject setting

 

Particle Seperation: 0.015

Particle Radius Scale: 1.2

 

glass_filled setting

*I thickened the collision geo (X and Z axis only), this might not matter, but I did it anyway.

 

Under 'Collisions'' tab

Uniform Division : 40

 

Under 'Physical' tab (This might not matter also)

Bounce 0, Bounce Forward: 0, Friction: 100

 

 

 

merge1 setting

Left Inputs Affect Right Inputs

 

With this setting, and supstep 1, I could fill the 1/2 cup by frame #130

with supstep 2, I could fill up 4/5 by frame #150

 

For the test, put this expression $FF<120 on Activation under 'source_surface_from_Emitter', so your particle will settle after frame#120.

So the emitter was emitting a stream that was too wide, so I lowered the edge location in the "create_source_volume" however now It's pumping out way less particles so the glass isn't even filling up half way. Any suggestions there?

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Don't change the value on the edge location.

 

Instead, just modify your source velocity.

 

For example, you can drop down 'point' SOP under 'create_surface_volume', and under 'Particle' tab, change velocity to 'Add Velocity', then put this expression.

 

On, X

if($TX < .4, fit($TX,.34,.4,.5,0), fit($TX,.4,.45,0,-.5))   (remember if you change the source location or anything, this value won't work)

 

for Y and Z , just write down $VY, and $VZ.

 

Of course there's more efficient ways of doing this, but I can't upload hipfile now, so I will have to use the most simple way to explain with texts :)

 

This can be written in VEX, if you are using 'attribute wrangle' node.

 

if(@P.x<.4)
    @v.x = fit(@P.x,.34,.4,.5,0);
    else
    @v.x = fit(@P.x,.4,.45,0,-.5);
 

Edited by bluciensky
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