Did you ever find a solution to this issue?
I have a new system and am experiencing the same issue. Running flip sim Houdini will randomly stop at some point through the frame range. I have an AMD 32-core threadripper and I disabled the core performance boost thinking that might be the problem, however, the same issue persists.
Found 3 posts.
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Technical Discussion » FLIP Compressed Cache Saving Woes [SOLVED]
- atrytone
- 3 posts
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Technical Discussion » Control White Water Emission based on volume mask from Particle Fluid Mask?
- atrytone
- 3 posts
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For those interested, I figured out a solution. It may not be the best, but it works. Simply using the ‘attribute from volume’ will get you what you need, getting the volume data to a float point information. I use that to control the whitewater source.
Technical Discussion » Control White Water Emission based on volume mask from Particle Fluid Mask?
- atrytone
- 3 posts
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I am creating a long animation of a boat on an ocean surface. I am using the new guided ocean surface with Houdini 16 to make use of the extended fluid surface blending to an infinite ocean. White water emission is occurring everywhere making blending into the extended ocean a problem. Increasing the flip simulation bounding size is not really an option. I would rather reduce the emission of the white water using a bounding volume mask.
The question is, how to I use the volume mask created by the particle fluid mask node to reduce the velocity, curvature, and vorticity of the compressed fluid sim so that the white water emission will blend better with the infinite ocean?
Any insight would be very welcome.
Thanks
The question is, how to I use the volume mask created by the particle fluid mask node to reduce the velocity, curvature, and vorticity of the compressed fluid sim so that the white water emission will blend better with the infinite ocean?
Any insight would be very welcome.
Thanks
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