Houdini’s SOP FLIP fluids provide several ready-to-use tools to illustrate some of most common workflows. To access the tools, create a  Geometry SOP and double-click it to dive into the node. There, press the ⇥ Tab key to invoke the TAB menu. Enter
Geometry SOP and double-click it to dive into the node. There, press the ⇥ Tab key to invoke the TAB menu. Enter flip configure and choose  
 FLIP Configure Lava from the list. Houdini creates a complete network and you can immediately start the simulation by clicking the  icon in the playbar.
 icon in the playbar.
    
    
     
    
    The FLIP Configure Lava tool shows how to 
    
    
    
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        map temperaturetoviscositythrough an additional DOP node,
 
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        create a custom temperaturepoint attribute,
 
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        randomize temperaturevalues,
 
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        translate temperaturevalues intoCdcolor information,
 
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        use a pressure source. 
The tool creates a lava-like fluid with random temperature values, driving varying viscosity. A  Sphere SOP acts as a particle source.
Sphere SOP acts as a particle source.
    
    
    
    
    
    
    
    
        
            
            Main nodes
            
                
                    
                
            
            
        
        
            
                
        
    
    
| Node name | Function | 
    
    
| fliptank1
 |  FLIP Container SOP. To make the solver aware of the temperatureattribute, it has to be defined in the  node’s Point Attribute Name parameter. There, you can also see that Varying Viscosity is turned on. Furthermore,fliptank1is responsible for the fluid’s number of particles. By decreasing Particle Separation you can get more particles and catch smaller structures at the expense of longer simulation times.
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| attribnoise
 |  Attribute Noise SOP. The node adds random temperaturevalues between0and1and applies them to the particles.
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| flipboundary1
 |  FLIP Boundary SOP. Here you determine how the particles should be sourced. For lava, the Pressure boundary creates good results. Uniform Pressure controls how fast the particles will emit from the source object.
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| flipsolver1
 |  FLIP Solver SOP. This node is the center piece of the network and brings everything together to simulate the fluid’s behavior. In the Collision tab, a Ground Plane is active so that the lava flows down a plane. To incline the ground plane, Ground Up is set to 1,1,0. Important parameters are located in the Advanced tab. There, Solve Pressure with Adaptivity is turned off to keep the simulation stable. Enable Particle Narrow Band is also turned off, because the number of particles is very small here and narrow band isn’t required.
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| gastemperatureupdate1
 |  Gas Temperature Update DOP. Double-click the solver operator to dive into its network and access the node. The node translates the temperaturevalues intoviscosity. The Minimum Viscosity value of0.25is close to water, while the Maximum Viscosity of100000creates the lava material.
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| attribadjustcolor1
 |  Attribute Adjust Color SOP. This node translates the temperaturevalues into colors. Source Range goes from0to1. These are the values you can also find in theattribnoisenode. A Color Ramp visualizes the difference intemperature.
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            Tips
            
                
                    
                
            
            
        
        
            
                
        
    
        
            | To... | Do this | 
        
    
    
        |  Change the source geometry | Add or import an object and connect its output to the attribnoise1node’s input. | 
    
    
        |  Change the viscosityvalues | Double-click the flipsolver1node and selectgastemperatureupdate1. Change Minimum Viscosity and Maximum Viscosity to your likeliness. | 
    
    
        |  Change the gradient colors | Select attribadjustcolor1and look for Color Ramp. The gradient represents the current color distribution. You can double-click the color sliders to apply a new color. Alternatively, click the Preset icon and choose a ramp from the dropdown menu. | 
    
    
        |  Apply the particle colors to the particle surface mesh | Select the fluidcompress1node and go to Keep Attributes. AppendCdto the list of already existing attributes. Do the same forparticlesurface1, but look for Transfer Attributes. | 
    
    
        |  Change speed and direction of the fluid | Select the flipboundary1node and enter a new value for Uniform Pressure. This parameter emits particles along the source object’s normals. To change direction, apply an Additional Velocity vector. |