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caskal

Flip river question

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Hey magicians, 

I'm working on a flip river wich I need to have color attribute, followed H16 Flip Masterclass and get there, but then I tried to add color in several ways but I can't get it working.

I tried adding a sop solver to dops with attribute transfer, but the color didnt worked on the motion. Also tried making source volume with points from volume with uv texture but velocity gets weird. 

Working river without CD

2018-07-05_13-15-34.gif.3a1b02a8d734389cd4e5031644011b40.gif

Cd particles with weird velocity

2018-07-05_13-16-56.gif.70d3c7f61fe71375e8a5b7b4ee8e81ab.gif

 

Any tips on how to fix this? attaching a hip. Thanks in advance

flip_issue.hip

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Hi Ezequiel,

Here is a simple mod that I did to your file for you to see a method to transfer color to the flip sim that is using the boundary layers option, just go inside the flip solver!

I hope this helps!

Alejandro

 flip_issue_aeb.hip

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12 minutes ago, Pazuzu said:

Hi Ezequiel,

Here is a simple mod that I did to your file for you to see a method to transfer color to the flip sim that is using the boundary layers option, just go inside the flip solver!

I hope this helps!

Alejandro

 flip_issue_aeb.hip

Hey Alexandro! 

Thanks a ton for the hip, works like a charm, you just saved my delivery today. I went inside the flip, took my a while to find the pop group and sop solver :D Quick question, whats the "noSeed" pop group for? is that for transfering Cd only on first frame? like using a switch with $F == 1?

Also, is this different than adding a sop solver on post solve (input4) fromflipsolver? 

Gracias de nuevo compadre

Cheers!

Edited by caskal

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Hey Ezequiel!

No hay problema!!  El grupo es porque, al usar los boundary layers hay un reeseding (o creacion dinamica de particulas) en la zona de padding, asi que se debe crear un grupo o definir un atributo para asi diferenciar las particulas justo antes del reseding; Asi al transferir attributos solo las nuevas lo recibiran concervando asi el color sin sobreescribirlo en las particulas ya existentes.

Saludos,

Alejandro

Edited by Pazuzu
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4 minutes ago, Pazuzu said:

Hey Ezequiel!

No hay problema!!  El grupo es porque, al usar los boundary layers hay un reeseding (o creacion dinamica de particulas) en la zona de padding, asi que se debe crear un grupo o definir un atributo para asi diferenciar las particulas justo antes del reseding; Asi al transferir attributos solo las nuevas lo recibiran concervando asi el color sin sobreescribirlo en las particulas ya existentes.

Saludos,

Alejandro

Mas claro que el agua! me quedo tranquilo sabiendo que no era tan sencillo de resolver :D al menos para mi que primera vez que uso este metodo. Ahora entiendo porque los metodos que intente funcionaban tan mal.

Gracias de nuevo, me salvaste en el trabajo hoy.

Saludos!

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