how to collide two FLIP objects?

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Hey folks,
anybody knows how to get 2 FLIP objects to collide with each other?

In my case they just keep passing through one another
no matter what I try and the settings can be a little overwhelming
if one doesn't know what to look for.

huge thanks in advance!
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Actually You can't use two Flip-Solver in the same AutoDopNetwork , You should simulate your'r Flip Objects only with 1 Flip-Solver !

So Just use one Flip-Solver with two Source 8)
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This is a simple example about this 8)

Attachments:
JK_Two_Flip_Object.zip (157.7 KB)

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Hi Joker386,

thank´s a lot!
Ok, so that was the problem.

I will look at your example and give it another go… .

thnx again

cheers!
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I did this setup earlier this evening and what I did was doing one sim with a normal RBD as an collision object, then I cached the mesh, re-imported it, rotated it 180 degrees, then re-simmed it with the mesh from the first sim as collision object.

https://vimeo.com/123758824 [vimeo.com]

This setup will of course not work for anything, but for something like this it worked out great.
~ Messing about with pixels, vectors and voxels since 25 years [vimeo.com] ~
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“hey sweden !”

hi farmfield,

Wowee, I like it!
I have to figure out the setup, though… You meshed the FLIP-sim, right?
Cashed, re-imported, rotated, re-simmed it with a duplicate as
collision object? Do you use viscosity to get it from splattering all over?
It´s great, it behaves more like lead, as if two bullets were colliding.

Well, for me it´s learning to walk slowly first…

A huge thanks to joker386 again for taking the time setting up
the example file. It was a great help and fun to redo.
(will try to attach my result)

Guess from now on I will spend more time with the docs and the actual workflow than on playing with the shelf-tools.

Good luck with your work, guys

cheers!

Attachments:
jk_fliptip_rslt_me3.gif (42.0 KB)

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@Joker386

Just finished watching your demo-reel
(man, you really did your homework ).
I´m very much impressed + it´s pleasant to watch.
(Big car crash looks great ! Like ‘die hard’ 5´s big car chase
at the beginnig, or was it actually the same? )

Will definitly be checking out your tutorials
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The bullet scene is a shamefully simple setup. Note all I write in regard to the bullet in this text is about the model and the sim, not the bullet solver in Houdini.

So in regard to FLIP fluids, this scene is based on what I learned watching this FLIP fluids tutorial - vimeo.com/122217238 [vimeo.com] - and here's how I set this up.

First I created the bullet and turned it to a point cloud. Then I used an attribute create SOP to create the point attribute I named “tip” which I later use for driving viscosity. That value is created by multiplying the bounding box in Y and remapping, so this means the top (the tip) will become softer than the bottom (the back) of the point cloud.

Then I used the shelf tools to create the FLIP from that SOP and made the necessary adjustments to fit the input object (as that is points, not a mesh). Next I activated the fluid viscosity thingie and set it to use the “tip” attribute.

Now I set up the second bullet as an ordinary RBD object and also create all the settings for the velocities and what not to get the sim started. Another important thing is to increase the fluid solver feedback value to “1”, else your fluid bullet will not calculate the collision forces correctly.

And now it's all tweaking and tweaking to get it looking good. Change the values, resim, change values, resim etc… And you gotta dig into the solver and object settings, check the help references for the operators and just generally get an idea on how all this stuff “ticks”, else you'll be tweaking aimlessly forever. (this is the first FLIP setup I've done in Houdini and it took me in total a couple of hours to get it looking ok)

So this is your first sim and when you get a result you are happy with (and take into account you are going to use it as a collision object), you use the ROP output driver to cache the simulation to disk. When that's done you re-import it to the scene, at object level, the whole thing 180 degrees and as a last step, make it a static RBD object.

The next step is to disable the RBD bullet object and adjust everything for the next simulation to collide with your imported bullet sim. As before this is all a matter of tweaking and I can say as much as I didn't spend much time on that for the second bullet, which is apparent in the video, the left bullet is the second sim. This was just RnD, a proof of concept setup - and it worked out really great.
~ Messing about with pixels, vectors and voxels since 25 years [vimeo.com] ~
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Hi Farmfield,

thnx for the quick response!
Ok, I think I dig it now.
('shamefully simple…' well, for you! )

Love the shark!!
Is it rendered w. Mantra?
Are you using a smoke sim to get the ‘scales-scraping-off’-effect
as it leaves the screen?

So many questions!
So many answers
(will need to hardware-upgrade my brain first
in order to use this package it seems )
Houdini´s really deep!
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What´s RnD by the way?
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mr.brookman
Hi Farmfield,

thnx for the quick response!
Ok, I think I dig it now.
('shamefully simple…' well, for you! )

Love the shark!!
Is it rendered w. Mantra?
Are you using a smoke sim to get the ‘scales-scraping-off’-effect
as it leaves the screen?

So many questions!
So many answers
(will need to hardware-upgrade my brain first
in order to use this package it seems )
Houdini´s really deep!
Shamefully simple as in I should have calculated the stress and used an attrib transfer to use that for setting the amount of viscosity rather than having a set value throughout.

About the shark*, it was rendered out of Mantra but I just had the scene lit with a HDRI and I rendered it out on a black background, so everything you see in that clip is faked in Nuke, cluding the bump/scrape in the end.

[i.imgur.com]

Click on it for the large version! I love nodes!

* it's actually three times the same shark, two transformed, put in the background.

Addendum:

mr.brookman
What´s RnD by the way?
Research and Development, learning sh!t.
~ Messing about with pixels, vectors and voxels since 25 years [vimeo.com] ~
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mr.brookman
@Joker386

Just finished watching your demo-reel
(man, you really did your homework ).
I´m very much impressed + it´s pleasant to watch.
(Big car crash looks great ! Like ‘die hard’ 5´s big car chase
at the beginnig, or was it actually the same? )

Will definitly be checking out your tutorials

Really thanks and I'm so happy about this
https://www.youtube.com/c/sadjadrabiee [www.youtube.com]
Rabiee.Sadjad@Gmail.Com
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