What I have:
A simple setup, most FLIP settings at default. The fluid comes down like a raging rapid, angry water, agitated water, water out for revenge.
What I want:
Fluid coming down with less velocity, less turbulence–calming, rather like you're at a relaxing day spa…mmm…patchouli…
Does this mean I'd want sheet-like behavior, the crown solver, which is a bigger subject? I hope not.
What I've tried:
Velocity smoothing.
Velocity scale.
Spatial Scale. (This worked to a degree, but I'm loath to use it. My scene is scaled to real-world dimensions).
This would seem to be a fundamental request, which means I'm probably not finding answers because I'm using the wrong terms. Wrangle / VEX solutions are a bit beyond my scope at present. I think this is more about generalities and base settings.
Calming down a fluid sim
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- circusmonkey
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- nigelgardiner
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In the Flip SOlver under the volume motion tab try changing the velocity transfer from splashy to swirly.
I think Swirly is intended for smaller scale fluids but it may have an effect on larger numbers of particles as well.
The help file says swirly is intended to cut back surface noise on smaller sims.
cheers
Nigel.
I think Swirly is intended for smaller scale fluids but it may have an effect on larger numbers of particles as well.
The help file says swirly is intended to cut back surface noise on smaller sims.
cheers
Nigel.
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Hi,
See attached, your problem is not solved but it certainly interested me.So I made a simple test scene. I did not it seems like you are not using vdb volumes to act as collision objects. But anyway without any forces I get a totally different feel to my 80 frame sim. The water runs down the face of the drop but then runs on the underside of the static collision geo ! .
I certainly feel altering the friction properties might help of the collision geo.
Rob
See attached, your problem is not solved but it certainly interested me.So I made a simple test scene. I did not it seems like you are not using vdb volumes to act as collision objects. But anyway without any forces I get a totally different feel to my 80 frame sim. The water runs down the face of the drop but then runs on the underside of the static collision geo ! .
I certainly feel altering the friction properties might help of the collision geo.
Rob
Gone fishing
- damage_jack
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Regarding the Swirly Kernel, coincidentally, last night I ran across this:
https://vimeo.com/159438315 [vimeo.com]
As the description notes, and probably everyone knows but me, is that this method is built into Houdini 15 as…the Swirly Kernel.
So that solves the noise, but not the initial velocity. Being a noob is so painful…half the time you want to solve things, half the time you want to let it go and hope you bump into the answer later.
CircusMonkey, what is making the fluid stick to the collision object?? It's like a different answer to the ‘honey dripping from the bottom of the ball’ viscosity question I've seen around this forum.
https://vimeo.com/159438315 [vimeo.com]
As the description notes, and probably everyone knows but me, is that this method is built into Houdini 15 as…the Swirly Kernel.
So that solves the noise, but not the initial velocity. Being a noob is so painful…half the time you want to solve things, half the time you want to let it go and hope you bump into the answer later.
CircusMonkey, what is making the fluid stick to the collision object?? It's like a different answer to the ‘honey dripping from the bottom of the ball’ viscosity question I've seen around this forum.
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- circusmonkey
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I really dont know at the moment, im in work and only have a small window to mess around with scene files, everything is pretty much default , making sure the flip emitter is not using any Vel .
The static object is a open vdb SDF > I would look on the solver or the static object for a friction property. Small tests are the way to go
Rob
The static object is a open vdb SDF > I would look on the solver or the static object for a friction property. Small tests are the way to go
Rob
Gone fishing
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