Atom Posted January 9, 2017 Share Posted January 9, 2017 (edited) Hi All, I am working on surfacing a waterfall. It starts out ok then as the water falls farther it breaks up and turns into strands. What controls do I need to adjust to prevent flip breakup into strands as it falls? I created my HIP file by adding alternate collision geometry to Jeff Wagner's flip air waterfall example file found here. Thanks Edited January 9, 2017 by Atom Quote Link to comment Share on other sites More sharing options...
fuUuUzZzZy Posted January 10, 2017 Share Posted January 10, 2017 I think gas surface tension can help you in this case. Just type gas surface tension in DOP, attach it to volume velocity input ( (third input of the flip solver) , and play with the settings. Quote Link to comment Share on other sites More sharing options...
Atom Posted January 10, 2017 Author Share Posted January 10, 2017 Thanks, I have already enabled the new, non-documented, Surface Tension feature using Houdini 15.5.673. But that did get me looking around at the other gas vop options. I tried out elasticity by plugging it into the third input on the FLIP solver and it seems to be helping! Quote Link to comment Share on other sites More sharing options...
stickman Posted January 10, 2017 Share Posted January 10, 2017 2 hours ago, Atom said: I tried out elasticity Interesting! What does it do? Let the forms stretch out more before breaking up? Quote Link to comment Share on other sites More sharing options...
Atom Posted January 10, 2017 Author Share Posted January 10, 2017 It tries to enforce a requested distance between particles. Kind of like separation with springs. Check out the help card. Quote Link to comment Share on other sites More sharing options...
Juraj Posted January 14, 2017 Share Posted January 14, 2017 Hi, you can also try to control your pscale on particles. You can increase it downwards so that particles are meshed into bigger pieces. You might lose some details but maybe on slight scale it will help you. Quote Link to comment Share on other sites More sharing options...
Atom Posted January 14, 2017 Author Share Posted January 14, 2017 Thanks, I may try that on the next revision. Currently I have just added a small Drag force after Gravity and that has tamed things down. In SOPs I could look $BBY to determine how far down I have traveled. Is there something similar in DOPs I could examine? Or would I just experiment with a constant? Quote Link to comment Share on other sites More sharing options...
Juraj Posted January 14, 2017 Share Posted January 14, 2017 Hi, what I meant was to do this pscale adjustment after simulation. So that you can change values quickly without resimulating. (Although you could do the same in DOPs with sop solver, or geo wrangle.) You can get normalized relative Y position and remap that with ramp to get more control. Meshing tools should then use this pscale attribute for meshing. 1 Quote Link to comment Share on other sites More sharing options...
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