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Dialing In Waterfall FLIP Scale?


Atom

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Thanks for the link Luke, I recently watched Jeff's webinar on flip where he briefly touched on air and bubbles in FLIP. I also integrated his GasVOP for waterfalls from that same webinar.

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@Atom You seem to be focusing on trying to dampen your velocities in your sim but, really you should be focusing on fixing the sim itself. Why is the waterfall creating such a huge splash when it hits the water? Well look how deep your basin is where the water fall is hitting. It isn't deep at all...You will rarely see a waterfall first hitting a basin like this with the basin being so shallow. Make the impact area where the waterfall is hitting deeper. Also, the majority of your particles are falling down together with no variation whatsoever. Integrating Jeff Wagners air field setup from his webinar is definitely a start.

Your collision on the static object is a bit questionable also. I don't know if you were in the middle of trying different settings for the collisions but, if you were trying to get vdb collision working, you have it set up wrong. You need to change volume mode to Volume Sample and put your geo into the sop field of your static object. Now you don't necessarily need to do that step since you aren't really pulling any velocities from your env BUT sims tend to run alot faster when the collision guide is turned off during simulation. You should also decrease the resolution of your collision VDB if you plan on going that route. Right now you have it extremely high resolution (.25) and can get away with it being something between 1-1.5.

For both of your emitters, I noticed that they are hollow at the beginning also. It looks like you did the equivalent of doing a scatter on your emitters and just have points scattered on the outside surface. That is definitely something to look into. 

This is only just a little bit of how you can improve your setup. It can be taken alot further than this. Anytime you do an effect like this, you should familiarize yourself with what makes the effect. In the case of a waterfall, do some research on how they work. Why do they do what they do? You seem to be in the habit of finding reference photos and that is great. Once you figure out how they work, alot of the time you can start visualizing how to create the effect in your head. Youtube is your best friend! It is easy to blame Houdini when something is working for you but, alot of the time it isn't the fault of Houdini. Also remember that not everything needs to be physically accurate also. Just because the waterfall and the basin fluid are colliding with each other doesn't mean that you have to do both of them in the same simulation. 



 

Edited by rbowden
Added the part about the emitters
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