JayAims Posted April 8, 2016 Share Posted April 8, 2016 Hello fellow VFX-ers! I am experimenting with fluid sims to create a waterfall. I have done up to creating a particle emitter with a static landscape RBD, but I keep seeing the fluid simulation passing through the static geo. Am I doing something wrong? Oh, and as far as adding the whitewater part of this simulation, since its houdini 15 what is the next step in this process? selecting the flipfluidobject SOP in the autoDop? Any help would be great! Please see attached .hip file waterfallBigger.hipnc Quote Link to comment Share on other sites More sharing options...
Federico Posted April 8, 2016 Share Posted April 8, 2016 I checked your file, you have to increase the uniform division parameter. You are goind to find it inside: autodop > grid_object1 (the static object) > collision tab > rbd solver tab > volume tab. Just remember to turn on the "collision guide" checkbox to see the collider geometry. Quote Link to comment Share on other sites More sharing options...
JayAims Posted April 11, 2016 Author Share Posted April 11, 2016 I checked your file, you have to increase the uniform division parameter. You are goind to find it inside: autodop > grid_object1 (the static object) > collision tab > rbd solver tab > volume tab. Just remember to turn on the "collision guide" checkbox to see the collider geometry. Thank you Federico!! Any idea about how to get the whitewater sim started? Quote Link to comment Share on other sites More sharing options...
jrockstad Posted April 11, 2016 Share Posted April 11, 2016 You might find this tutorial to be of interest regarding the whitewater: http://www.sidefx.com/index.php?option=com_content&task=view&id=2157&Itemid=132 Note that this was made using Houdini 12 just prior to the integration of the particle system into DOPs, so some procedures will be a bit different but most concepts should still apply just fine. Quote Link to comment Share on other sites More sharing options...
Thejiminator Posted April 12, 2016 Share Posted April 12, 2016 To build on what jrockstad said, if following along with that tutorial, you will run into the problem of not being able to create a legacy pop solver To solve this, set the Operator Type Manager to "Display Menu of All Definitions", and you'll then be able to switch to the legacy version Quote Link to comment Share on other sites More sharing options...
JayAims Posted April 15, 2016 Author Share Posted April 15, 2016 I got it figure out everyone, since im using houdini 15 all i had to do was select the particle fluid SOP and select the whitewater simulator in the particle fluids tab. then hover to the view port and press enter. Quote Link to comment Share on other sites More sharing options...
JayAims Posted May 16, 2016 Author Share Posted May 16, 2016 If anyone is interested in what i used this for here is a link to the video. Thanks for your help everyone! Quote Link to comment Share on other sites More sharing options...
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