breadbox Posted October 30, 2016 Share Posted October 30, 2016 I created a sink volume from an object using the shelf tool, it seems to remove the particles from the Flip simulation, but its a very sharp hard line border on the edge of the sink volume. Is there a way to make the sink volume with more gradual falloff, so it doesn't look so cookie cut? Quote Link to comment Share on other sites More sharing options...
breadbox Posted October 31, 2016 Author Share Posted October 31, 2016 Here is a picture describing the situation. The particles clip abruptly at the boundary of the sink volume. What would be nice is if the particles would continue but slowly die off into the center of the sink volume. Maybe similar to how an SDF works where the value gets stronger as you go deeper into the volume. Quote Link to comment Share on other sites More sharing options...
Navneet Arora Posted November 5, 2016 Share Posted November 5, 2016 You could randomize that based on ptnum. Quote Link to comment Share on other sites More sharing options...
breadbox Posted November 12, 2016 Author Share Posted November 12, 2016 Navneet I'm not sure I understand what you mean? as a post action outside of DOP's do the DeleteSOP? Maybe this was a dumb question? I'm surprised no one has answered, but maybe its obvious and I just don't understand how the sink force works? Id like a smooth gradient of falloff on the clip edge so it looks nice an organic rather than a cookie cutter clip, whats the best way to achieve that? Quote Link to comment Share on other sites More sharing options...
Deviner Posted November 13, 2016 Share Posted November 13, 2016 HI no, question is fine I did not get an answer for any question I asked here.. just ignore after simulation you can create curve and squeeze particles to curve by ramp. ramp_squeeze.hip Quote Link to comment Share on other sites More sharing options...
breadbox Posted November 13, 2016 Author Share Posted November 13, 2016 Thank you for the example Deviner. I was hoping to do this more withing the DOP network (with sink?) so that the sim could more organically die out in certain regions controlled by voluemes, because it will be splashy so the areas that need to die down are more organically shaped, not really a straight line. Quote Link to comment Share on other sites More sharing options...
vinyvince Posted February 28, 2018 Share Posted February 28, 2018 Hi Did you find a solution for this ? Quote Link to comment Share on other sites More sharing options...
ryew Posted February 28, 2018 Share Posted February 28, 2018 Have you considered ramping pscale down with a sop solver for a particular height/region first rather than deleting outright? I don't have time to run a quick test right now, but reducing pscale will break up the fluid surface and possibly give a decent/natural organic result. Quote Link to comment Share on other sites More sharing options...
vinyvince Posted March 3, 2018 Share Posted March 3, 2018 On 2/28/2018 at 7:47 PM, ryew said: Have you considered ramping pscale down with a sop solver for a particular height/region first rather than deleting outright? I don't have time to run a quick test right now, but reducing pscale will break up the fluid surface and possibly give a decent/natural organic result. Definively interesting and logic idea. Pardom me for your young experience, how will this sop solver will look like ? i miss some previous to know how to implement this correctly in houdini even if the concept is quite clear Cheers guys Quote Link to comment Share on other sites More sharing options...
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