fluid tank simulation, whitewater, caching/rendering

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I´m just starting out with houdini, it might be a pretty basic question, but maybe someone can help me out:

i created a simulation with a fluid tank, some interaction with a alembic file import plus some whitewater foam, materials, lights and mantra setup etc.

the simulation took around 12 hours and i´m pretty quite happy with the result. the .sim files have been written to disk and i can render the last frame which looks fine, but now i face a problem.

when i change frames the simulation starts all over again, taking ages.

I would like to add a camera animation and now i´m asking myself how to handle the sim/rendering.
do i just need to disable updating and render, or do i need to create some additional caching nodes, bgeo/meshing/vdb caching to work with the sim additionally to the .sim files.

i´m a little bit afraid to just try things, because last time i just jumped to another frame and the sim started all over again.

Maybe someone can give me a hint about what to do…
i did several hours of research and reading the help file, but could not figure my head around it.
thank you!
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for starters you can start with the manual,
http://www.sidefx.com/docs/houdini15.0/dyno/cache [sidefx.com]

then this video
https://vimeo.com/124632960 [vimeo.com]
Head of CG @ MPC
CG Supervisor/ Sr. FX TD /
https://gumroad.com/timvfx [gumroad.com]
www.timucinozger.com
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Hi, thank you for your comment, of course i was going through the manual, but i could not find the concept of caching different kind of fluids like foam, whitewater and the water itself.

Also the caching for the pyro scene did not help me, because it´s also different kind of particles.

in the end, what got me on the right track was this video, just for anybody who´s interested:

https://www.youtube.com/watch?v=FDHN4PEbWuc&list=PLYf4Vz9V1ESrf6HW85xUm-39onC8PZG-O&index=6 [youtube.com]

thanks anyway, for trying to help
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