FliP fluids and Geometry scale

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Hi there, “noobdini” user here. :p

When working with flip fluids, and I use collision geometry from other software, (importing an obj or fbx)the scales most of the time are completely off. Like a huge glass cup.
And I was trying that to avoid having an unnecessary slow simulation, for such a small scale effect. Don't want to create an ocean in a cup of water
So my question is should I scale down the imported geometry in the object level or in the geometry level? and will this make any difference when dealing with FLIPs?

This is probably a really basic question, but still I wanted to make sure I'm doing things the proper way.

thanks for your time
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Most imports are 100x larger, I have found. So it is acceptable to scale the import down. I typically scale inside the geometry object with a Transform node, not at the object level (leave it set to 1.0). So basically you are scaling the vertices, not the object.
Edited by Enivob - Feb. 16, 2018 08:51:44
Using Houdini Indie 20.5
Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
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Okay. Got it!
thanks for the advice Enivob.


Now let's fill some cups!!
cheers
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Hey guys, as a follow up to this thread, I am doing the same as Afaria, scaling down a cup to 0.01 (keeping world scale at 1 unit = 1m). However when I scale a sphere i.e to 0.01 to emit particles into the cup the emitter is acting up. It is releasing particles, but they are ‘stuck’, kind of like if they were emitting outside the solver box, which they aren't.

Screen grab of stuck emitter:
https://www.dropbox.com/s/22zi3p0j34x84ue/houdini_emitter.jpg?dl=0 [www.dropbox.com]

HIP file:
https://www.dropbox.com/s/8il0rq1gy5r88vw/martini_pour_03_smallScale.hip?dl=0 [www.dropbox.com]


New to houdini so any pointers is helpful.

Cheers,
Christian
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