EuniceC Posted February 16, 2017 Share Posted February 16, 2017 Hi, I'm totally new in using Houdini software and I'm trying to recreate the Flat Tank Off the Shelf tutorial here. I used a boat instead. However, my boat is not colliding with the water properly and water goes through the boat. Does anyone have any idea what could be the problem and how should I go about fixing this? I have attached my .hipnc file here. I got the boat model online and I have included it in this post. Thanks. Eunice BoatSim.hipnc boat.obj Quote Link to comment Share on other sites More sharing options...
Yon Posted February 16, 2017 Share Posted February 16, 2017 sounds like you have incorrect collision geometry first 20 minutes will show how to set up collision geo Quote Link to comment Share on other sites More sharing options...
Atom Posted February 16, 2017 Share Posted February 16, 2017 I was playing around with your file and basically implemented what Jeff talks about in the video. In this case I created two VDB based collision colliders from the original boat source. One is used in the fluid surface network and the other is used in the whitewater network. This alternate collision object has the open part of the boat capped so the whitewater spray won't fill up the interior. There are still some issues with the interior, however. ap_BoatSim.hipnc Quote Link to comment Share on other sites More sharing options...
Sepu Posted February 16, 2017 Share Posted February 16, 2017 Here you go a fix version, you might want make your final particle separation higher for final, but is up to you. BoatSim_fix.hipnc 2 Quote Link to comment Share on other sites More sharing options...
EuniceC Posted February 17, 2017 Author Share Posted February 17, 2017 5 hours ago, Sepu said: Here you go a fix version, you might want make your final particle separation higher for final, but is up to you. BoatSim_fix.hipnc Hey Sepu, may I know what was the initial problem and how did you fix it? Quote Link to comment Share on other sites More sharing options...
Atom Posted February 17, 2017 Share Posted February 17, 2017 (edited) The bulk of the fix up is in the manual construction of a collision proxy instead of using the default setup that the shelf tool generates. The proxy is Volume Sampled, not Ray Intersect in this case. It inherits it's resolution from the VDBFromPolygons node located inside the boat node at the top level. Dive inside your original boat node and then dive inside the fix version. Also compare the changes in the StaticObject node in the flattank_sim network. The Proxy Volume field specifies path to a collision based VDB object. Edited February 17, 2017 by Atom 1 Quote Link to comment Share on other sites More sharing options...
EuniceC Posted February 17, 2017 Author Share Posted February 17, 2017 Amazing! Thanks for the answers! I'll have to try and reproduce that now to make sure I really know how to do it Quote Link to comment Share on other sites More sharing options...
Sepu Posted February 17, 2017 Share Posted February 17, 2017 What Atom said plus your vdb voxel size for the collision obj as well as the division of the volume sample. I also changed the collision detection to particle which is more accurate but a little more expensive. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.