Flip Sim, preventing colors particles from mixing (too much)?

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I've attached a sample scene of what i'm trying to create. It's a tunnel in which i throw some FLIP particles. I create some volume velocity that i use to advect the flip sim with. My issue is i'd like to keep the particles from mixing too much, so instead of getting a mess of random colored particles somewhere down the line of the sim… i'm trying to get some nice long stretched tendrils attached by colors. I'm trying to assign different density, viscosity, surfacetension attributes ahead of the sim, but honestly i have no clue what i'm doing really. Would be awesome if someone could put me on a better path please.

Cheers,

A.
Edited by Adriano - Oct. 27, 2018 08:18:53

Attachments:
Fluid.Tunnel.01.hiplc (2.5 MB)

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Here are a few tweaks to move you more in the color stream direction.

If you have not checked out the short video on abusing reseeding, check it out.
https://www.sidefx.com/tutorials/houdini-flip-quick-tip-abusing-reseeding-for-better-small-scale-viscous-sim-meshing/ [www.sidefx.com]

I am basically using the settings from that video. I increased the resolution of the circle that is generating the colors, this can help define a color edge better. Also, I tamed down some of the curl noise to keep areas from spreading out too much.
Edited by Enivob - Oct. 27, 2018 12:54:43

Attachments:
color_tube.gif (294.0 KB)
ap_Fluid.Tunnel.01.hiplc (2.5 MB)
color_tube.gif (3.1 MB)

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Enivob
Here are a few tweaks to move you more in the color stream direction. If you have not checked out the video on abusing reseeding, check it out.
https://www.sidefx.com/tutorials/houdini-flip-quick-tip-abusing-reseeding-for-better-small-scale-viscous-sim-meshing/ [www.sidefx.com]

I am basically using the settings from that video. I increased the resolution of the circle that is generating the colors, this can help define a color edge better. Also, I tamed down some of the curl noise to keep areas from spreading out too much.

Thanks a lot. I recall watching that video, but at a time where i was not really digging into FLIPs. I'll check it out again. I think that will help keep things consistent/connected, right? Thing is i'm not really after a very viscous result, but i'd love to see the streams stretch as much as possible, they can even break, i just don't want them to mix with other colors. Twirl around each other is fine, i just don't wnat individual particles mixing with different colors… it just turns into a big ugly mess otherwise

Perhaps i did not explain myself clearly earlier, but i do want the streams to split into tendrils “by colors”. So basically i'm still trying to wrap my head around how to use the density effienciently to separate those colors while still emitting from a single source. And then ideally have those colored stream attract / repel each other. Which hopefully would spare me the need for volume velocity advecting to create interesting dynamics.

Also why i posted in the “learning” part of the forum (https://www.sidefx.com/forum/topic/58839/) and Matt was kind enough to show a solution to attract / repel particles by attribute (colors or whatever), but i'm still trying to figure out how to use that in my “Flip” set up.

Thanks a lot for your time, man.

A.
Edited by Adriano - Oct. 27, 2018 11:04:18
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Still playing around with this, it is a fun one.

In this version I have restored the curl noise and increased the oversampling even more. I decoupled the resolution between the emitter and the flip particle separation. I increased the resolution of the emitter to produce finer color bands and installed a color ramp so you can choose what colors are emitted. I turned off the jitter on the aaflow noise, this was causing color generation to jump around too much. The flow is already animated and gives a better speed control than jitter. You might be able to get even finer streams if you lower the FLIP particle separation even more.

Attachments:
color_tube2.gif (3.9 MB)
ap_Fluid.Tunnel.02.hiplc (2.6 MB)

Using Houdini Indie 20.5
Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
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Enivob
Still playing around with this, it is a fun one.

In this version I have restored the curl noise and increased the oversampling even more. I decoupled the resolution between the emitter and the flip particle separation. I increased the resolution of the emitter to produce finer color bands and installed a color ramp so you can choose what colors are emitted. I turned off the jitter on the aaflow noise, this was causing color generation to jump around too much. The flow is already animated and gives a better speed control than jitter. You might be able to get even finer streams if you lower the FLIP particle separation even more.


Very cool look already. CHeers for playing with it, i'm also digging into it myself as we speak. Two questions please. What does the “oversampling” do? How do you record/export those forum friendly gifs please?

I'll post my results here later on as well.

Cheers,

A.
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I think of oversampling like the relax feature of a scatter node. It spreads all the particles within a voxel evenly across the single voxel area. Sometimes you may want to add more particles per-voxel as well. Oversampling is kind of like relax iterations. I generally drop the grid down to 1 which defaults the expression to 1 particles per voxel. That is not enough so I'll add +3 to the expression so 4 particles will be used to define the density across the area of a single voxel.

To make GIFs, I use LiceCap on Windows and OSX, it's not available for Ubuntu yet.
https://www.cockos.com/licecap/ [www.cockos.com]
Edited by Enivob - Oct. 27, 2018 21:40:06
Using Houdini Indie 20.5
Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
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Enivob
I think of oversampling like the relax feature of a scatter node. It spreads all the particles within a voxel evenly across the single voxel area. Sometimes you may want to add more particles per-voxel as well. Oversampling is kind of like relax iterations. I generally drop the grid down to 1 which defaults the expression to 1 particles per voxel. That is not enough so I'll add +3 to the expression so 4 particles will be used to define the density across the area of a single voxel.

To make GIFs, I use LiceCap on Windows and OSX, it's not available for Ubuntu yet.
https://www.cockos.com/licecap/ [www.cockos.com]

very interesting, thanks for that.

LiceCap, good to know, i need that gonna grab it now. Cheers.

A.
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Enivob
Here are a few tweaks to move you more in the color stream direction.

If you have not checked out the short video on abusing reseeding, check it out.
https://www.sidefx.com/tutorials/houdini-flip-quick-tip-abusing-reseeding-for-better-small-scale-viscous-sim-meshing/ [www.sidefx.com]

I am basically using the settings from that video. I increased the resolution of the circle that is generating the colors, this can help define a color edge better. Also, I tamed down some of the curl noise to keep areas from spreading out too much. Also here https://create.vista.com/colors/palettes/christmas/ [create.vista.com] you can use the color scheme for your work, since you can easily customize any palette for every taste and just take the correct color names to add to your editor.
Thank you very much for sharing this information, very helpful and informative. This palette looks very interesting, I even had an idea how to interact with them. I also wanted to know if it is possible to somehow add this palette, for example, to a blender, so as not to take it one by one? Thfnks for your answer.
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