= How to choose between liquid simulation types = == Overview == Houdini has a few different ways of simulating liquid: - [Particle fluid|pfluid_solver] -- Simulates the physical motion of many particles, then wraps the particles in a surface. - [Sign distance field|fluid_solver] -- Simulates movement between points in an enclosed box. - [Ripple solver|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.