Hi people,
I have created a fluid sim using a fliptank and a suction force. In the fliptank_fluid > particlefluidsource > regions, I've turned on Flatten Geometry and added some Pad Bounds to give me a nice, flat edge… with the intention to add it to an ocean surface at some point.
Where the edge of the sim meets the Pad Bounds there is a small ‘dip’ in the surface and no matter what combination of Flatten Distance or any of the Filtering options will remove it. despite either side of the crease being completely flat (image attached).
Q.1 How can I get rid of it?
Q.2 If I remove the Pad Bounds will this dip not even show up, once added to the ocean surface?
Thanks.
edit: It would seem that reducing the Voxel Scale in the Surfacing tab has cleaned it up… if that's the correct way to go?
Found 10 posts.
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Technical Discussion » how can I remove a crease in my fluid sim?
- NeilHall
- 10 posts
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Houdini Lounge » Having a fluid already in an object?
- NeilHall
- 10 posts
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Hi,
I'm hoping someone can point me to a tutorial or help with how to get a fluid into a container on frame zero. All of the videos I've seen have the liquid being poured into it, but what if I want to start the animation with the container already full?
Basically, I want to pour liquid from one half-full wine-glass e.g. to another container. So, model the glass with a swept profile curve and convert it to (I presume) a Static Object/RBD. Create an empty FLIP-tank around the glasses. If anyone could point me in the right direction it would be most appreciated. All I could think of would be to boolean an object inside the glass and convert it to a fluid object or cache the simulation of the liquid being poured in from a fluid source, then starting the cache from a point where the glass has enough liquid in, but that doesn't feel the like the right way to go… unless it is? :-/
Thanks,
Neil
I'm hoping someone can point me to a tutorial or help with how to get a fluid into a container on frame zero. All of the videos I've seen have the liquid being poured into it, but what if I want to start the animation with the container already full?
Basically, I want to pour liquid from one half-full wine-glass e.g. to another container. So, model the glass with a swept profile curve and convert it to (I presume) a Static Object/RBD. Create an empty FLIP-tank around the glasses. If anyone could point me in the right direction it would be most appreciated. All I could think of would be to boolean an object inside the glass and convert it to a fluid object or cache the simulation of the liquid being poured in from a fluid source, then starting the cache from a point where the glass has enough liquid in, but that doesn't feel the like the right way to go… unless it is? :-/
Thanks,
Neil
Houdini Indie and Apprentice » White water foam render
- NeilHall
- 10 posts
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Less like water ‘spray’ and more like ball-pit!
Does anyone know how to get the foam a more suitable size? It looks fine in the fluid sim (as a point in space), but I can't see a scale value anywhere in the Whitewater Source, Sim or Import nodes.
Thank you.
Does anyone know how to get the foam a more suitable size? It looks fine in the fluid sim (as a point in space), but I can't see a scale value anywhere in the Whitewater Source, Sim or Import nodes.
Thank you.
Houdini Indie and Apprentice » My fluid sandwich!
- NeilHall
- 10 posts
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Hi people,
Can anyone explain why my flip fluid separation is really small 0.003, yet I seem to be getting a thin layer along the bottom of the fluid and a similar layer on the top?
I can't see how it's droplet size or Influence Scale? Otherwise, I'd just have thousands of little fluid balls, wouldn't I?
It is quite a thin layer of particles at the bottom of the tank.
Thanks,
Neil
Can anyone explain why my flip fluid separation is really small 0.003, yet I seem to be getting a thin layer along the bottom of the fluid and a similar layer on the top?
I can't see how it's droplet size or Influence Scale? Otherwise, I'd just have thousands of little fluid balls, wouldn't I?
It is quite a thin layer of particles at the bottom of the tank.
Thanks,
Neil
Edited by NeilHall - April 7, 2017 14:17:33
Houdini Indie and Apprentice » Slow-motion particle rendering?
- NeilHall
- 10 posts
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NeilHall
Hi people,
I am doing a fluid simulation of a tyre going through a puddle, but it's travelling rather fast.
Tyre splash [youtu.be]
So, can I render out sub-frames - say, ten sub-frames for every ‘actual’ frame?
I'm sure I read something in the Mantra node of the OUT network, but I can't find it again…
Sorry, I've just realised that's what the ‘Increment’ is for on the Start/End/Inc values! I thought increments were integers only.
Sorry to have disturbed you all. :-/
Houdini Indie and Apprentice » Slow-motion particle rendering?
- NeilHall
- 10 posts
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Hi people,
I am doing a fluid simulation of a tyre going through a puddle, but it's travelling rather fast.
Tyre splash [youtu.be]
I, obviously, can't just slow the tyre down, as it won't have the same effect. So, can I render out sub-frames - say, ten sub-frames for every ‘actual’ frame?
Or, perhaps, the alternative is to render the animation frame-by-frame, but time-stretching the simulation? So, a ten-frame animation is actually, now, one hundred frames, but retains the shape of the actual speed.
I'm sure I read something in the Mantra node of the OUT network, but I can't find it again… if it ever existed in the first place? :-/
Thanks,
Neil
I am doing a fluid simulation of a tyre going through a puddle, but it's travelling rather fast.
Tyre splash [youtu.be]
I, obviously, can't just slow the tyre down, as it won't have the same effect. So, can I render out sub-frames - say, ten sub-frames for every ‘actual’ frame?
Or, perhaps, the alternative is to render the animation frame-by-frame, but time-stretching the simulation? So, a ten-frame animation is actually, now, one hundred frames, but retains the shape of the actual speed.
I'm sure I read something in the Mantra node of the OUT network, but I can't find it again… if it ever existed in the first place? :-/
Thanks,
Neil
Houdini Indie and Apprentice » sub-frame rendering?
- NeilHall
- 10 posts
- Offline
Hi people,
I have a simulation of a tyre running through a small puddle. The tyre is moving quite quickly - only taking 5 frames to cover the distance. The idea is that I can leave the tyre-tread pattern behind for a few frames before the liquid forms back together again. Playing with the values is something I'm just going to have to experiment with.
Quick tyre splash [youtu.be]
I have two problems, but I'll put them in separate posts: -
The fluid particles seem to be moving in kind of a wave pattern, and much earlier than the tyre actually hitting them. I am guessing that because the wheel is moving so quickly that Houdini is looking ahead to the next frame (as well as the current frame) to do it's calculations, maybe?
I realise that there'd be some kind of wake formed as the tyre pushes the liquid out of the way. I've done this successfully at much lower speeds, but not this extreme and the splash is happening further forward than I imagined it would.
Would upping the sub-frames help?
Thanks,
Neil
I have a simulation of a tyre running through a small puddle. The tyre is moving quite quickly - only taking 5 frames to cover the distance. The idea is that I can leave the tyre-tread pattern behind for a few frames before the liquid forms back together again. Playing with the values is something I'm just going to have to experiment with.
Quick tyre splash [youtu.be]
I have two problems, but I'll put them in separate posts: -
The fluid particles seem to be moving in kind of a wave pattern, and much earlier than the tyre actually hitting them. I am guessing that because the wheel is moving so quickly that Houdini is looking ahead to the next frame (as well as the current frame) to do it's calculations, maybe?
I realise that there'd be some kind of wake formed as the tyre pushes the liquid out of the way. I've done this successfully at much lower speeds, but not this extreme and the splash is happening further forward than I imagined it would.
Would upping the sub-frames help?
Thanks,
Neil
Houdini Indie and Apprentice » Fluid separation and jitter
- NeilHall
- 10 posts
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I've noticed in another thread that the FLIPsolver has a tab that relates to Enable Surface Tension, with a default range of 0-10. It does something, but I'm not sure of it's effect, how much influence it has and if 10 is ‘lots of tension’ & zero is ‘no tension’.
Houdini Indie and Apprentice » Fluid separation and jitter
- NeilHall
- 10 posts
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Enivob
PS: you might as well upgrade to Houdini 16.
I'll have a play with those values. Thanks for the info.
As for version 16… I'm learning it as part of my MASTERS course, at the moment, and don't want to start mixing revisions. I presume they're not backward-compatible and the interface looks like it's changed a bit, visually, at least. The Fluid Suck looks pretty cool, though, in H16.
Thanks again.
Edited by NeilHall - March 17, 2017 05:33:10
Houdini Indie and Apprentice » Fluid separation and jitter
- NeilHall
- 10 posts
- Offline
Hello people,
I am just starting out with Houdini. So, probably, very basic stuff here. I have used my Perception Neuron suit to do a variety of moves… exported them as a .FBX and imported the file into Houdini. I have used this mesh to be a fluid emitter into a FLIP container.
Quick Star-jump test [youtu.be]
The particles are, now, only emitting from the arms and head of the character.
Rendered Arms and head only emission [youtu.be]
I'm starting to understand the viscosity of the fluid, but I'm struggling with how it breaks apart. The thinner parts of he fluid break apart, which I expect, but then join up again on the next frame. Or, a huge hole will appear with one frame's difference. I'm presuming it is primarily to do with surface tension, but there are so many options and values to tweak, I don't know where to start.
Any help in narrowing it down or pointing me to a tutorial that looks at this would be a great help.
I am using Houdini 15.5.717
Thank you,
Neil
I am just starting out with Houdini. So, probably, very basic stuff here. I have used my Perception Neuron suit to do a variety of moves… exported them as a .FBX and imported the file into Houdini. I have used this mesh to be a fluid emitter into a FLIP container.
Quick Star-jump test [youtu.be]
The particles are, now, only emitting from the arms and head of the character.
Rendered Arms and head only emission [youtu.be]
I'm starting to understand the viscosity of the fluid, but I'm struggling with how it breaks apart. The thinner parts of he fluid break apart, which I expect, but then join up again on the next frame. Or, a huge hole will appear with one frame's difference. I'm presuming it is primarily to do with surface tension, but there are so many options and values to tweak, I don't know where to start.
Any help in narrowing it down or pointing me to a tutorial that looks at this would be a great help.
I am using Houdini 15.5.717
Thank you,
Neil
Edited by NeilHall - March 16, 2017 10:55:24
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