Hi everyone,
I'm quite a beginner in Houdini, so maybe someone can help me with this issue. I'm trying to create an erupting volcano with Flip Fluids (the lava, not the smoke), so I modeled a geometry which I'm trying to use as a collision in the DOP network.
Now, when I'm trying to use the fluidsource SOP I get some weird artifacts and can't really manage to get a decent collision SDF volume.
One thing I've noticed is that the new VDB volume is really fast and gives me a very good result, but even after I've used vdbconvert to convert my VDB to a default houdini volume I couldn't use it as a collision in DOPs using the sourcevolume DOP. (Please check my attached pics.)
Are there any tips on how should I handle this problem? Is there a way to make this VDB volume usable by DOPs or ar there some parameters I can tweak that make the fluidsource SOP output a good collision volume?
Thank you.
How to handle difficult collision geo in DOPs?
2724 1 0- alexandru_p
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- rpdacosta
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You can try to use your geo as a static collider. (also works with smoke)
This post (scroll to the bottom for a scene file) might help.
http://www.tokeru.com/cgwiki/index.php?title=Smoke_and_Pyro [tokeru.com]
This post (scroll to the bottom for a scene file) might help.
http://www.tokeru.com/cgwiki/index.php?title=Smoke_and_Pyro [tokeru.com]
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