5DNick Posted July 7, 2022 Share Posted July 7, 2022 (edited) Hey ODForcers, I have a FLIP sim and WW, and it was working but now it just emits from the whole FLIP, when it didn't before. It seems to be from Vorticity AND Curvature and makes NO SENSE! I'm trying everything but wonder if there's something obvious I've overlooked. I would upload .hip but there are multiple caches ... so ... Any help much appreciated. Thanks Nick NB: it seems to happen when everything has ZERO vorticity too AND when you turn up vorticity range to say 3000 to 5000 Edited July 7, 2022 by amaviztime Quote Link to comment Share on other sites More sharing options...
Benyee Posted July 7, 2022 Share Posted July 7, 2022 'vorticity range to say 3000 to 5000' seems a little bit crazy,not sure suggest you to check your ww src by toggle on visualization particles firstly cheers Quote Link to comment Share on other sites More sharing options...
5DNick Posted July 7, 2022 Author Share Posted July 7, 2022 My point of testing with 3000 to 5000 range is that it shouldn't emit then anything realistically. In fact I'm sure it's emitting even when all vorticities are zero. Quote Link to comment Share on other sites More sharing options...
ryew Posted July 7, 2022 Share Posted July 7, 2022 Unable to guess without a file to dig into, but one suggestion is to reduce your sim size down to a very small region that is quick to simulate/iterate on but still exhibits the behavior. At least that way you have less data (and sim time) to deal with while troubleshooting. Quote Link to comment Share on other sites More sharing options...
5DNick Posted July 8, 2022 Author Share Posted July 8, 2022 Here is the .hip I tried to organise, usefully name stuff and put some sticky notes. I hope this helps. In the meantime I'm trying a custom WW approach with attr VOPs and POP sims. Thanks tank_forSUPASLOMO_021.hiplc Quote Link to comment Share on other sites More sharing options...
Atom Posted July 8, 2022 Share Posted July 8, 2022 (edited) The main problem I see in your setup is your scaling of time. In my observation, ScaleTime in Houdini simulations can't be pushed more than +/-50% of real-time. You have it set to 0.05. That's not going to work. Just simulate at real time and increase your animation length as needed to slow down your footage later. It's easier to slowdown a longer piece of footage than to speed up a shorter one. You also have collision scale set to 30, which is ridiculously high. Try changing these values back to their default settings. Edited July 8, 2022 by Atom 1 Quote Link to comment Share on other sites More sharing options...
5DNick Posted July 8, 2022 Author Share Posted July 8, 2022 Thanks for info. Yes, I have heard this before although stupidly didn't take heed. At least I now have explanation for unexplained weirdness. It was driving me mad!!!! Quote Link to comment Share on other sites More sharing options...
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