Guided FLIP simulations

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Hi guys,

I am wondering if it's possible to simulate a thin layer of ocean from any given geometry mesh in houdini?

I am referencing a feature that is similar to bifrost's guided simulations.
https://www.youtube.com/watch?v=zeZNAsq5m0c [youtube.com]

From what I see, the closest shelf tool setup would be the wave layer tank. However, the wave layer tank uses an output(phase,freq, amplitude volumes) from an ocean spectrum node that is fed into the wave tank node. Is there a way, it can take in any geometry mesh as an input source instead?

I have very specific ocean shapes and so I have geometry that I need to place into a flip sim as I will have a boat that travels through the ocean as well and will be making wakes and splashes.

Thanks in advance for any tips!
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yes but you have to create the network your self..the algorithm is more or less:
- measure point velocity of the guide mesh using trail sop
- detect position of flip particle if it is below or above the surface if below the surface but the distance with the surface is below a certain threshold advect it by the point velocity. if the distance is more than the treshold
it get deleted every frame.
-with the generated particle we can calculate the vorticity, acceleration and curvature for foam source…then foam can be simulated with it
thats basically it…so all the tools are there for you to create them one thing that bifrost has more than houdini now is bifrost fluid can be adaptive…while houdini not yet…but the houdini fluid compression node is also a plus making the cache is very small compared to other fluid sim cache so as always theres a plus minus to any software
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