mosssi Posted December 13, 2017 Share Posted December 13, 2017 Hi guys. I'm trying to achieve a covering cream effect with Houdini flip and I have two issues here. As you can see in the hip file I used a Pop Attract DOP in my simulation. One of my problem is though I append a Drag DOP the flip particles won't stop in a smooth fashion and it jitters all the way to the end. Also when I mesh my sim I can't prevent my flip to build random holes. Can you help me to fix those problems please. AttractingFlip.hip Quote Link to comment Share on other sites More sharing options...
snoot Posted December 13, 2017 Share Posted December 13, 2017 Hi Mossi, Flickering: Looks like you are a using a lot of filtering on your flip fluid to get the detail you want. Try turning all that off on your meshing - it should stop flickering then.Try reducing the particle separation in your Flip sim. This should allow you to create a more detailed point cloud. You shouldn't need so much filtering then and the filtering you do need should be more stable. Sticking to surface: You might need a sop solver to force them to stick. The other option is a nasty post sim SOP approach. Quote Link to comment Share on other sites More sharing options...
mosssi Posted December 13, 2017 Author Share Posted December 13, 2017 11 minutes ago, snoot said: Looks like you are a using a lot of filtering on your flip fluid to get the detail you want. Try turning all that off on your meshing - it should stop flickering then.Try reducing the particle separation in your Flip sim. This should allow you to create a more detailed point cloud. You shouldn't need so much filtering then and the filtering you do need should be more stable. You might need a sop solver to force them to stick. The other option is a nasty post sim SOP approach. Hey snoot, I tried turn filtering off but my mesh is still flickering and holes appears in random places, so I guess it's not the problem here. but about sop solver you may be right. I will add a wrangle and set the force of particles that are close enough to their final position to zero. If you have any other idea about achieving a smooth mesh I will happily hear. Thank you Quote Link to comment Share on other sites More sharing options...
snoot Posted December 13, 2017 Share Posted December 13, 2017 Hmmm... What are you meshing with? A denser point cloud should help you out... creating more information to derive the surface. You could try creating a "vdb from particles" node, and then filtering using the vdb tools. It can give your more control especially in small scale effects like the one you are trying to achieve. Quote Link to comment Share on other sites More sharing options...
mosssi Posted December 13, 2017 Author Share Posted December 13, 2017 Good point, I never thought about using a simpler SOP for meshing fluids. I used Particle Fluid Surface SOP for that, actually if you missed it I attached the hip file in first post. Thank you. I will test this now. Quote Link to comment Share on other sites More sharing options...
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