Hi,
correct me if Im wrong, but this seems to work only for filling really narrow spaces. When I need to fill a larger object from a tube, coming from the bottom, even if I set the divergence REALLY high (100 nad more), it doesn't fill the object to the top.
Also it becomes very unstable (particles shooting out)'.
And more imortantly - if I somehow do get it on the level I'd like, when I stop adding the divergence, the fluid's waterlevel just goes down like if no divergence was added.. So it's impossible to maintain the waterlevel where I need it..
On the narrow colliders it works perfectly - you animate the divergence to zero, when the fluid reaches the waterlevel you desire, and it stays there. But not with wider fill objects and small emitors.
Anyone knows how to solve this?
I already wrote here (https://www.sidefx.com/forum/topic/45707/?page=1#post-235317) and altered Jeff Wagner's setup, where even with enlarged emitor, it's impossible to fill and keep the fluid up.
Thanks for any advice!
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Technical Discussion » Can't fill object with Flip fluid above the emitter
- VasaRolnik
- 7 posts
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Houdini Indie and Apprentice » Flip Fluids Stop Filling
- VasaRolnik
- 7 posts
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Hi,
I tried your example and it worked like a charm with a narrow glass. But if I widen up the radius of the collision glass, then it doesn't work the same..
Even If I enlarge the emitor, the divergence isn't enough.
And a bigger problem is :
With your narrow version, when you animate the divergence sourcing to 0, the water level stays and doesn't go down. In my wider version, the water level drops as if no divergence was added to the sim..
How can I make the water level rise even in wider pools and more importanly, how can I keep the water level exactly where I want it?
Thank you!
I tried your example and it worked like a charm with a narrow glass. But if I widen up the radius of the collision glass, then it doesn't work the same..
Even If I enlarge the emitor, the divergence isn't enough.
And a bigger problem is :
With your narrow version, when you animate the divergence sourcing to 0, the water level stays and doesn't go down. In my wider version, the water level drops as if no divergence was added to the sim..
How can I make the water level rise even in wider pools and more importanly, how can I keep the water level exactly where I want it?
Thank you!
Houdini for Realtime » Vertex Animation Export Sprites - missing particles and non-working Color map
- VasaRolnik
- 7 posts
- Offline
Hi, Mike!
Thanks for the answer!
Yes, I thought it will work like that, I just wasn't sure about the best aproach though.
Thanks for clarification!
Bye, Vasa.
Thanks for the answer!
Yes, I thought it will work like that, I just wasn't sure about the best aproach though.
Thanks for clarification!
Bye, Vasa.
Houdini for Realtime » Vertex Animation Export Sprites - missing particles and non-working Color map
- VasaRolnik
- 7 posts
- Offline
Thanks a lot, Luiz!
After updating the plugin, everything worked perfectly.
One more question on UE (since you have a history with it ) - Is it possible to somehow control the playback of the vertex animation from ingame?
Is it through altering the shifting of the UVs in the mat based on time?
Or is there some easy way?
I'd like to be able to start/stop the animation from within the game, or from the editor somehow set the start of the playback.
Thanks a lot!
Bye, Vasa.
After updating the plugin, everything worked perfectly.
One more question on UE (since you have a history with it ) - Is it possible to somehow control the playback of the vertex animation from ingame?
Is it through altering the shifting of the UVs in the mat based on time?
Or is there some easy way?
I'd like to be able to start/stop the animation from within the game, or from the editor somehow set the start of the playback.
Thanks a lot!
Bye, Vasa.
Houdini for Realtime » Vertex Animation Export Sprites - missing particles and non-working Color map
- VasaRolnik
- 7 posts
- Offline
Hello everyone!
I followed Luiz Kruel's GDC Vertex Animation Project Overview (link: https://vimeo.com/207832662 [vimeo.com] ). I installed the HDA from its source files. I had luck with the FLIP sim mesh export/import, but the Sprite export/import is somewhat tricky.
In UE it seems to stop loading all the points it should after some time. It's noticable on the bottom, where in Houdini I am emitting new particles all the time, but in UE they are appearing from the middle of the height of the sim. So is there like a particle count cap, or why the new ones stop appearing?
Also if I use the Color Map (tick on its usage in the material and drag/drop it in the slot) the particles disappear completely. -That's why I saved the material without the use of the color map - so that anyone can at least see the particles, when they open the test level
I copy/pasted the min and max bounds from houdini
I correctly set the number of frames
On mesh I ticked on (and applied ) the “usefull precision UVs”
On textures I changed the filtering to Nearest
I use houdini Indie version 16.0.736 with the GDC version of the exporter HDA and latest UE4.
Thanks for any help!
Bye, Vasa.
I followed Luiz Kruel's GDC Vertex Animation Project Overview (link: https://vimeo.com/207832662 [vimeo.com] ). I installed the HDA from its source files. I had luck with the FLIP sim mesh export/import, but the Sprite export/import is somewhat tricky.
In UE it seems to stop loading all the points it should after some time. It's noticable on the bottom, where in Houdini I am emitting new particles all the time, but in UE they are appearing from the middle of the height of the sim. So is there like a particle count cap, or why the new ones stop appearing?
Also if I use the Color Map (tick on its usage in the material and drag/drop it in the slot) the particles disappear completely. -That's why I saved the material without the use of the color map - so that anyone can at least see the particles, when they open the test level
I copy/pasted the min and max bounds from houdini
I correctly set the number of frames
On mesh I ticked on (and applied ) the “usefull precision UVs”
On textures I changed the filtering to Nearest
I use houdini Indie version 16.0.736 with the GDC version of the exporter HDA and latest UE4.
Thanks for any help!
Bye, Vasa.
Technical Discussion » Viscous FLIP and RBD point obj collision - weird behavior
- VasaRolnik
- 7 posts
- Offline
Hello,
I'd like to ask if some of you have experience with viscous flip fluid colliding with RBD point object (multiple RBD objects, copied on point positions).
I am trying to achieve a sim of a viscous chocolate or yogurt-like fluid and falling blueberries, but the blueberries start to fly all around few frames after the contact with the fluid.
I tried different solvers (RBD, Bullet, both are acting similarly with slightly different explosions), a LOT of substeps (100 substeps for Bullet should be enough..), and different setting on the RBD solver (penetration threshold, split impulse..etc) but no luck.
Does anyone know why it's happening?
Thanks!
I'd like to ask if some of you have experience with viscous flip fluid colliding with RBD point object (multiple RBD objects, copied on point positions).
I am trying to achieve a sim of a viscous chocolate or yogurt-like fluid and falling blueberries, but the blueberries start to fly all around few frames after the contact with the fluid.
I tried different solvers (RBD, Bullet, both are acting similarly with slightly different explosions), a LOT of substeps (100 substeps for Bullet should be enough..), and different setting on the RBD solver (penetration threshold, split impulse..etc) but no luck.
Does anyone know why it's happening?
Thanks!
Houdini Indie and Apprentice » FLIP sim emitting particles from below the water level
- VasaRolnik
- 7 posts
- Offline
Hi, I already asked this on OdForce, but for better chances of solving this issue, I repost it here.
I'd like to ask if there is a way of emiting particles into the FLIP simulation after the water level rises above the emitor.
I have a sim where I try to fill the container with the emitor on the bottom of it. The water rises, rises, and…when the water level reaches the emitor and the emitor “sinks”, it stops. There is no new volume, added from the new particles..
If I animate the emittor to go up, it works as soon as it is above the water level, so the emission works all the time, but only above the water level, not below…
There is an option on the source volume DOP called “Kill inside”, but even if I uncheck it, the particles are added, but the water level doesn't rise above the emitter..
Turning particle separation also doesn't help..
Any advice?
I'd like to ask if there is a way of emiting particles into the FLIP simulation after the water level rises above the emitor.
I have a sim where I try to fill the container with the emitor on the bottom of it. The water rises, rises, and…when the water level reaches the emitor and the emitor “sinks”, it stops. There is no new volume, added from the new particles..
If I animate the emittor to go up, it works as soon as it is above the water level, so the emission works all the time, but only above the water level, not below…
There is an option on the source volume DOP called “Kill inside”, but even if I uncheck it, the particles are added, but the water level doesn't rise above the emitter..
Turning particle separation also doesn't help..
Any advice?
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