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Sliding Fluid Particles w/ Alembic


jasonsmart

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So I created some simple geometry in C4D, saved out as alembic and imported into Houdini. 

I created a very simple viscous fluid but when the particles hit the surface of my geometry they slide all over the place. 

In the same scene with the same particle sim I created a box inside Houdini, made that a collider, and the particles hit the surface of the box and don't slide, they act like I want with the viscosity settings and all. 

I'm not sure if I'm missing something with the way I'm importing the alembic or if it's a normals issue, scaling issue, etc. 

I attached the scene file if anyone would be so kind to take a look. 

Thanks!
 

alembic_particles.zip

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That's exactly what I was looking for, thank you so much for the file!

 

Question, what is the purpose of the group node inside the alembic_test_geo node? I see that the polycap is referencing it but I don't really understand why it needs to be there.

Edited by jasonsmart
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So I applied what you were saying to the actual scene I'm working on but i'm getting the same sliding results. I don't know if the workflow needs to be different in this case but i followed the same idea. I created the geometry in C4D, imported as Load Houdini Geometry, added a Polycap but it doesn't seem to be making a difference. any ideas?

fluid_scene.zip

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So I applied what you were saying to the actual scene I'm working on but i'm getting the same sliding results. I don't know if the workflow needs to be different in this case but i followed the same idea. I created the geometry in C4D, imported as Load Houdini Geometry, added a Polycap but it doesn't seem to be making a difference. any ideas?

Actually i added polycap to close all gaps in your geometry. Flip sims like watertight geos. Group node does that. It groups all the unshared edges (open edges) and feeds them to polycap.

I checked the file you gave and the model you are using is really in a bad shape. I just quickly added a polyextrude node to give it a little thickness, closed all open gaps then converted it to a vdb to use it as a volume collision. It's better to have a geometry with a thickness, not just plane. Its even better to use vdb collision approach.

I updated your scene file. Take a look.

SC_Logo_v05.hiplc

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