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sheiladoreen

Custom Velocity for Fluids - Using Normals

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Hello there!

Newbie here, to odforce but also to fluids in Houdini!

I have spent a couple of days learning how to set up fluid sims with shelf tools and manually. However, it is still unclear to me how to use custom velocity for fluids.

 

Unfortunately a lot of tutorials are outdated and don't work for Houdini 17.

I've been trying to follow Andreas Glad's tutorial on Paintsplats. He uses the normals of a distorted sphere as velocity for his fluid to get a nice omnidirectional explosion of paint.

Is it possible to do that in Houdini 17? (It is most probably, but I have no idea where to integrate that velocity information into my Dop Network.) I hope someone can enlighten me on what to look for!

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With help of some fellow students I found a workaround to get a paint explosion, using popattract and setting it to a minus value.

 

However, I'm still wondering how to use velocity information from a sop for a fluid.

Screenshot (97).png

PaintImpact_PopForce_Particles.gif

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Hey, dive into the flip source and setup your velocity there using wrangles. If you have a file I can show you how it works if you want,

 

Cheers,

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