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Waterfall questions with adding Whitewater


JayAims

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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

post-14235-0-62249900-1460104759_thumb.p

waterfallBigger.hipnc

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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.

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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?

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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. 

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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

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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.

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