Scene is a bottle with a sphere emitting flip fluid (narrow band). Bottle is around 60cm radius, 1.2meter high. The target is simple: fill up the bottle and make the liquid set still. I watched tutorials and tried many setting mixture.
Fill new volume on/off APIC / Flip Substep 0.2 to 1 Min Substeps / Max Substeps Ressed Particles on/off Suface oversampling 1.5--3.0 Oversampling Bandwidth 1--3.0 Death Threshold 1.5--3.0 Random Seed set $T Apply Particle Separation on/off Separation Rate 1--2.0 Particle Separation 0.03--0.003 Gird Scale 1.2--2 Initial Data / Input Type : Particle Fied / Narrow band Add Divergence Field Volume Collisions / Division Size 0.01--0.1 Attach pre cache *.sim file in "DOP Network / Initial State"
PC: AMD 3950x , RTX 3090, RAM 128G, Cach disk space 1.5TB available, Project disk space 4TB available. Houdini 20.0.590 non-commercial.
The scene always always stop fill the object at some point.
Soooooooooo frustrating. Many thanks for any solutions~~!
I have tried scale up the scene to between 1m--2m, parameter adjust accordingly. Same issue happen for bigger scene. Also tried using the "Particle fluid tank", "Wave tank"...hard to kill those particles outside bottle without affecting the simulation in the bottle as these tanks are flat plane.
After reading some videos and documents. I found that the Particle Separation, Particle radius scale, Grid scale are the most crucial parameters. And I found that once they were set. While in running the FLIP dynamics, their parameters can’t be animated to prevent “dissolve volume” due to the particle are too “crowded”.
digitalwu I found that the Particle Separation, Particle radius scale, Grid scale are the most crucial parameters.
I'd say just Particle Separation I have never touched Particle radius scale and keep Grid scale mostly between 2 and 1.5 since they are both relative to Particle Separation you may not want to just randomly tweak them especially without understanding how exactly it affects your sim
what's more important is to look at the Collision guide on the FLIP Object (not on the static object) and see whether you have enough resolution to define the collision shape