Trouble simulating small scale flip fluids

   6836   3   1
User Avatar
Member
9 posts
Joined: Jan. 2014
Offline
Hello,

I’m a fairly new to Houdini and so far I really love it. However, I’m having a bit of trouble with flip fluids and can’t seem to find a good solution.

I’ve been trying to experiment with some fairly simple(or at least I thought would be simple!) simulations. In this case, emitting a stream of liquid into a glass. In order to keep it as realistic as possible, I scaled the glass and flip fluid emitter to about how big they would be in real life. This seems to cause a number of problems that I can’t seem to work around.

To get the fluid to appear at all, I had to scale down the particle separation pretty low. Additionally, every time that I try to run the simulation, my computer runs out of memory and the scene crashes. I get the feeling that I’m missing something or going about this the wrong way. I’ve spent about the last week searching forum posts and videos trying to a good way to simulate small scale fluids like this, but have had little success. A few people recommended using the sph solver, but I haven’t had any luck finding it yet. Does anyone here have an idea about how I should approach this time of simulation or know of any good tutorials that demonstrate it?

Attachments:
wine_test.hipnc (1.8 MB)

User Avatar
Member
2658 posts
Joined: June 2008
Offline
Have you tried searching for other solutions on the web?

Here is a similar thread on this topic:
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=121216&sid=df57f89600f161bb4c4dcb15a9a87fd0 [sidefx.com]
Using Houdini Indie 20.5
Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
User Avatar
Member
9 posts
Joined: Jan. 2014
Offline
Thank you for the reply! Yes, I have tried a number of other solutions, but none seem to really work. I've actually gone through that thread before. Increasing the thickness of my collision geometry allowed me to reduce my substeps and simulation time(which is great!). However, now when fluid splashes out of the glass it collides with with the outside of the thicker walls.
User Avatar
Member
48 posts
Joined: Dec. 2015
Offline
Hi There

SPH is called particle fluid object and solver they are still there just not on the shelf.
I'm working with these at the moment and I think the results are better than flip for small scale fluids.
If you use vdb from particles and convert vdb to polygon soup there seems to be a fair amount of control re meshing.

Re your problem with fluid colliding outside of the glass, do mean it's colliding with the outside edge of your collision volume?

Nigel.
  • Quick Links