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How to choose between liquid simulation types

Overview

Houdini has a few different ways of simulating liquid:

  • Particle fluid – Simulates the physical motion of many particles, then wraps the particles in a surface.

  • Sign distance field – Simulates movement between points in an enclosed box.

  • Ripple solver – Simulates the propagation of waves through a surface.

Each of these different methods has unique properties that make them more or less suited to simulate different types of fluids.

Comparison

Particle fluids

  • Are not constrained to the inside of a box. Can move freely anywhere in the scene.

  • Can separate, be concave, splatter.

  • More prone to spray than sign distance field.

  • Surfacing between particles leads to “lumpy porridge” look unless you use a huge number of particles.

  • Stray individual particles do not surface well. You’ll probably want to suppress stray particles.

  • Particles need to “settle” into shape from their initial placement. You’ll probably want to pre-roll the simulation to allow settling.

Sign distance field

  • Simulates a box of liquid (e.g. water).

  • Can separate, be concave.

  • More viscous than particle fluid, tends to slosh rather than spray.

  • Smoother surface than particle fluid.

  • Does not need to settle.

Ripple solver

  • Simulates waves changing the height of a surface.

  • Waves can rebound against edges. You can paint attributes to create areas of fast, slow, or no wave propagation.

  • Waves cannot be concave – only displaces “height” of points on the surface.

  • Useful for simulating ocean surface.