How to choose between liquid simulation types
Overview
Houdini has a few different ways of simulating liquid:
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Particle fluid – Simulates the physical motion of many particles, then wraps the particles in a surface.
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Sign distance field – Simulates movement between points in an enclosed box.
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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
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Are not constrained to the inside of a box. Can move freely anywhere in the scene.
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Can separate, be concave, splatter.
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More prone to spray than sign distance field.
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Surfacing between particles leads to “lumpy porridge” look unless you use a huge number of particles.
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Stray individual particles do not surface well. You’ll probably want to suppress stray particles.
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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
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Simulates a box of liquid (e.g. water).
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Can separate, be concave.
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More viscous than particle fluid, tends to slosh rather than spray.
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Smoother surface than particle fluid.
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Does not need to settle.
Ripple solver
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Simulates waves changing the height of a surface.
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Waves can rebound against edges. You can paint attributes to create areas of fast, slow, or no wave propagation.
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Waves cannot be concave – only displaces “height” of points on the surface.
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Useful for simulating ocean surface.