Hello,
You can connect a SourceVolume to a FlipSolvers “Volume Velocity” input and point at the pyro velocity field to make a Flip Fluid more or less advect or be driven by a pyro sim, but that only goes one way.
Is there some way to make it more a mutual relationship? or atleast so that the pyro collides somehow with the “Volume Velocity” updated Flip ?
Flip and Pyro interaction question
3271 2 1- MagnusL3D
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- MrReedSmith
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Hey Magnus,
If I understand your post right, its seems like you want to advect the flip fluid using the velocity field from the smoke sim?
If thats the case then what you can do is use the POP advect by volume node and source the vel from the smoke sim and then turn the option on the node to update velocity
That should work!
If I understand your post right, its seems like you want to advect the flip fluid using the velocity field from the smoke sim?
If thats the case then what you can do is use the POP advect by volume node and source the vel from the smoke sim and then turn the option on the node to update velocity
That should work!
- _Christopher_
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MagnusL3D
Hello,
You can connect a SourceVolume to a FlipSolvers “Volume Velocity” input and point at the pyro velocity field to make a Flip Fluid more or less advect or be driven by a pyro sim, but that only goes one way.
Is there some way to make it more a mutual relationship? or atleast so that the pyro collides somehow with the “Volume Velocity” updated Flip ?
Your Houdini and Unreal simulations are amazing. Occasionally I like to see what those are doing with Unreal, quite amazing.
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