Hello everyone!
I've been trying to export the result of a flip simulation into a single piece of geometry and export the cache as .MC
in other words; A single piece of geometry with the same amount of polygons.
BUT… when the simulation gets complex, topology increases his polycount…
spoiling all my life and hope…
in there any “stay quiet topology” node?
or use a grid and transfer animation from the sim?
Cheers!
Flip Sim to controlled geometry
3311 4 0- Tapsin .
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- Enivob
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I don't think the results of a fluid sim will ever achieve your goal. By nature the fluid sim will have a changing number of vertices as it moves and splashes about.
What you might want to think about is using the fluid particles to control a grid that produces some kind of fixed vertices mesh.
You may want to look into an Attribute Transfer node. Create a like named variable on your grid and then transfer the velocity - v(for example) from the fluid to the grid.
What you might want to think about is using the fluid particles to control a grid that produces some kind of fixed vertices mesh.
You may want to look into an Attribute Transfer node. Create a like named variable on your grid and then transfer the velocity - v(for example) from the fluid to the grid.
Using Houdini Indie 20.0
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
- Tapsin .
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Thanks Enivob
i've been reading an article about “baking sims”
http://www.roxlu.com/downloads/scholar/006.fluid.creating_flood_effects_in_uncharted_3.pdf [roxlu.com]
they achieve this using joints (one per vertex)
but am still a newbie in houdini… thats why am looking for guidance
am gonna start following your advice
i've been reading an article about “baking sims”
http://www.roxlu.com/downloads/scholar/006.fluid.creating_flood_effects_in_uncharted_3.pdf [roxlu.com]
they achieve this using joints (one per vertex)
but am still a newbie in houdini… thats why am looking for guidance
am gonna start following your advice
- Tapsin .
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- Ivan Pulido Suarez
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