Atom Posted December 9, 2016 Share Posted December 9, 2016 (edited) Hi All, I have a small flip tank that my character is wading within. This small area is all I really need for my scene but I want to extend the edges of the FLIP tank so it appears the water extends out into a lake at render time. What is the best technique to extend the look without making the sim area any larger? Edited December 9, 2016 by Atom Quote Link to comment Share on other sites More sharing options...
6ril Posted December 9, 2016 Share Posted December 9, 2016 Very useful thread, I'm also very interested in that topic ! Can't wait to see how this is dealt with. Quote Link to comment Share on other sites More sharing options...
stevegh Posted December 9, 2016 Share Posted December 9, 2016 Ultimately it's going to be a volume, I would just make some other volumes to mix in once you are at that stage? Quote Link to comment Share on other sites More sharing options...
Atom Posted December 9, 2016 Author Share Posted December 9, 2016 Hmm..I thought when I surfaced my flip it would be a mesh. How do I get a seamless blend between a volume and a mesh, assuming the extension volume is a box? Quote Link to comment Share on other sites More sharing options...
Vlad Posted December 9, 2016 Share Posted December 9, 2016 The way I approached it was by flattening the area around edges of a simulated fluid mesh and further extending it using pad bounds parameter of a particle fluid surface node. After that I added a huge grid and simply blasted the area of the grid that intersects with a fluid mesh. Then I just merged the two. The key is to match water level. Quote Link to comment Share on other sites More sharing options...
Skybar Posted December 9, 2016 Share Posted December 9, 2016 Haven't done it in a long time now, but last time I rendered the ocean and flip separately and just put the flip ontop in comp. For the flip mesh I cut away the sides and bottom to only keep the top surface, and then applied an alpha gradient along the edges so that it would blend nicely. Might not work for more delicate cases, but it worked perfectly then. Quote Link to comment Share on other sites More sharing options...
6ril Posted December 9, 2016 Share Posted December 9, 2016 if you got the VDB way (I was hoping for a diff approach, if any) I've made a thread about it, with a neat solution from users : Quote Link to comment Share on other sites More sharing options...
stevegh Posted December 9, 2016 Share Posted December 9, 2016 @Atom you are always dealing with volumes in FLIP. When you go to create a mesh from particles it will be converted to a volume/sdf first. This is where I would blend in other volumes but if you need a really large extension it might make sense to use volumes to blend into your lake mesh. Quote Link to comment Share on other sites More sharing options...
Atom Posted December 9, 2016 Author Share Posted December 9, 2016 (edited) Thanks for the information. I get the concept but I am not sure what node combination I need to lay down to accomplish a valid mix to feed to the surfacer. How do I create a compatible surface volume from a box? And what node would mix two surface volumes together? The image shows an attempt at blending in an external box referenced by the ObjectMerge. Edited December 9, 2016 by Atom Quote Link to comment Share on other sites More sharing options...
stevegh Posted December 9, 2016 Share Posted December 9, 2016 You need to create an empty volume that is the size/res that you want and then vdb combine sop to add them in (make sure they are vdbs). I'll try to whip up an example... Quote Link to comment Share on other sites More sharing options...
stevegh Posted December 9, 2016 Share Posted December 9, 2016 (edited) My bad you don't need to do the empty volume. Notice also how the operation is set to Minimum and the combination is perfect! vdbCombine.hip edit: Union is also perfect. Edited December 9, 2016 by stevegh Quote Link to comment Share on other sites More sharing options...
Atom Posted December 9, 2016 Author Share Posted December 9, 2016 (edited) I have migrated your example setup into a typical FLIP setup and even though I can combine the two volumes, without errors, the particlefluidsurface1 node does not recognize the new extended area? It still surfaces only the area supplied by the import_fliptank node. Is the extension volume empty by default? ap_flip_surface_extension.hipnc Edited December 9, 2016 by Atom Quote Link to comment Share on other sites More sharing options...
Jesper Rahlff Posted December 10, 2016 Share Posted December 10, 2016 How about you create some points from a volume of the extended area and merge those points with your flip points and then mesh them afterwards? Quote Link to comment Share on other sites More sharing options...
Yon Posted December 10, 2016 Share Posted December 10, 2016 To blend flip mesh with ocean surface just plug your mesh into the same ocean evaluate and bake the maps. You also need to cache the mesh cache from evaluate's output so it will have uv/point/ foam and cusp (optional) attributes. then apply ocean shader. Will only work for calm water shots, big waves is more complex technique Quote Link to comment Share on other sites More sharing options...
Atom Posted December 10, 2016 Author Share Posted December 10, 2016 @Jesper: Do you have an example of this? I don't want to add more particles for the FLIP solver to evaluate. @Yon: I am not using an ocean surface, only a FLIP tank. I really want to keep this light weight. I think Stephen's idea for merging in a secondary volume is good. I just don't have that concept working yet. Can someone take a look at my posted HIP file and explain how to make the particlefluidsurface1 surface the cube boundary as well? Quote Link to comment Share on other sites More sharing options...
shawn_kearney Posted December 11, 2016 Share Posted December 11, 2016 (edited) 21 hours ago, Jesper Rahlff said: How about you create some points from a volume of the extended area and merge those points with your flip points and then mesh them afterwards? The problem with this is you'll end up having to mesh uneccesary points. What I've done in the past is filtered out non-moving points and deleted them and meshed only these, then merged the result with the the extended. I'll post an example later. I can't quite visualize it atm. Edited December 11, 2016 by shawn_kearney Quote Link to comment Share on other sites More sharing options...
Atom Posted December 11, 2016 Author Share Posted December 11, 2016 I am able to combine the extension area and the result after the fact. But this softens the fluid one more time to go through the conversion process. Quote Link to comment Share on other sites More sharing options...
shawn_kearney Posted December 11, 2016 Share Posted December 11, 2016 (edited) You can use the fluid surface SOP to output a VDB directly. This will allow you to also smooth the boundary area prior to conversion. This might be helpful if there is motion at the edges of the tank. What i'd do is this: Make your simulation and export the particles Make a box that nearly encompasses the detail area you want to keep. Give a little bit of padding so it's slightly smaller than the FLIP tank. Make a box that represents the extension. This can be as deep as you want, but be aware of any secondary sims, such as whitewater. Convert both to SDF Surface using VDB from Polygon (this can be fairly low resolution at this point) Use Combine VDB using SDF difference so that you have a cavity for your fluids to live. It should be slightly smaller than the fluid itself. Now your extension is prepped you can move onto the fluids Using VDB from Fluid Particles (or Surface from Fluid Particles with export to VDB Surface enabled) convert the particles to an Surface VDB Using VDB Combine use SDF Union with Resample Lower to Higher If you need to smooth the boundary, you can use Smooth SDF with masking. Convert to polygon surface using Convert VDB. Edited December 11, 2016 by shawn_kearney Quote Link to comment Share on other sites More sharing options...
Atom Posted December 12, 2016 Author Share Posted December 12, 2016 Quote You can use the fluid surface SOP to output a VDB directly. Thanks, that was it. Now I don't have to convert twice. 1 Quote Link to comment Share on other sites More sharing options...
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