Overview ¶
Vellum fluids and FLIP fluids are completely different solvers and they're not able to interact. For FLIP fuids, please consider that Houdini provides DOP-based and SOP-based setups since version 19.5 There are also some fundamental differences in terms of setup, simulation, and interaction with other objects:
Vellum fluids | DOP-based FLIP fluids |
---|---|
Particle-based. Particles have constraints which are solved to simulate the fluid’s behavior. |
Cell-based. Cells are filled with particles carrying field information like velocity. Fields are solved for the fluid’s behavior. |
More particles mean more fluid, increasing the volume. |
More particle will not increase the fluid’s volume. In FLIP, particles are only used to mark the cells and carry field information. |
Unbounded approach without a domain. Stray particles are possible. |
FLIP works within a domain. Particles or objects outside the domain will not be considered. |
Mainly used for small-scale simulations, e.g. splashes, pouring water, or object-filling. |
Can be used for a range of different scenarios from small-scale to large-scale, e.g. honey, object filling, waterfalls, or shores with breaking waves. |
Vellum fluids don’t export fields for the generation of secondary effects like foam or spray. |
FLIP exports field and surface information similar to the Ocean solver. In DOP-based FLIP fluids, this information is used to create secondary effects, such as foam, spray, and mist. SOP-based FLIP fluids don’t support the creation of secondary effects at the moment. |
Vellum fluids usually require higher substeps, typically between 5 and 10 substeps for simulations with low viscosity and surface tension. Higher substeps have lower impact on the GPU. |
FLIP fluids usually work with 1 or 2 substep. For accurate collision with fast moving fluids or obstacles, higher substeps might be required. |
Vellum fluids use fixed substeps. |
FLIP fluids use adaptive substeps with minimum and maximum values. Higher substeps in FLIP are expensive to solve. |
Highly viscous fluids generally require higher substeps to avoid instabilities. |
Highly viscous or slow moving FLIP fluids usually require higher substeps. FLIP fluids with viscosity tend be more stable. |
Vellum fluids support multi-material simulations. Interaction with other Vellum objects, such as cloth, softbodies, balloons, and grains is possible |
FLIP fluids can only interact with collision objects. |
Vellum fluids don’t support air compressibility. |
DOP-based FLIP fluids support the simulation of air compressibility, for example to create bubbles. This is currently not possible with SOP-based FLIP fluids. |
Vellum fluids are compatible with the Vellum Brush SOP tool. |
Brush tools don’t exist for FLIP fluids. |
Not distributable. |
DOP-based FLIP fluids are distributable for simulation on multiple machines. SOP-based FLIP fluids are currently not distributable. |
Multi-phase simulations are supported. |
Multi-phase simulations are supported. |
No ID and age attributes with particles. |
FLIP particles carry ID and age attributes. |
Narrow band technology is not available for Vellum fluids. |
Narrow band speeds up tank-like simulations, e.g. shores and open ocean waves. |