Hello guys,
i am just trying to create a sph or flip fluid liquid from a sphere that
i ve sclupted using the sculp tool.
The problem is when i hit the sph or flip fluids on the shelf it takes ages
the transform it into a fluid and if it does it in the end, it takes ages to simulate.
How do u people suggest i should approach this??
create a Sculpted Liquid houdini 11 ????
2895 6 1- yanioaioan
- Member
- 31 posts
- Joined: 12月 2011
- Offline
- tomsvfx
- Member
- 54 posts
- Joined: 8月 2011
- Offline
Hi, yanioaioan
On what hardware are you running Houdini?
To speed up sim, you can increase “Particle seperation” wich is located in Particle Fluid Object dop node.
If we talk about Particle Seperation, object scale is important because if you have big scale there will be huge amounts of particles, because distance between particles always stays constant, so be careful when you apply that on big objects.
Second way to speed up sim is caching to file using, for example, ROP Output Driver sop/dop. By doing this viewport will not update, so you get extra performance.
Cheers, Tom
On what hardware are you running Houdini?
To speed up sim, you can increase “Particle seperation” wich is located in Particle Fluid Object dop node.
If we talk about Particle Seperation, object scale is important because if you have big scale there will be huge amounts of particles, because distance between particles always stays constant, so be careful when you apply that on big objects.
Second way to speed up sim is caching to file using, for example, ROP Output Driver sop/dop. By doing this viewport will not update, so you get extra performance.
Cheers, Tom
Edited by - 2012年2月8日 18:19:21
- yanioaioan
- Member
- 31 posts
- Joined: 12月 2011
- Offline
hey bro,
thnx for the quick reply. I am runnin it in a i7 2.96GHz win7 64bit 8giga ddr3 gtx460 nvidia.
I think is ok.
I ll try particle separation as well as the scale to 4.is it big u thonk.
And definately the rop output.
But that is the the way it works.
Mesh or nurbs sculpting and then fluid application…right?
Thnx again
tha was really helpfull
i ll try that as soon as i can
kinds regards
yanioaioan
thnx for the quick reply. I am runnin it in a i7 2.96GHz win7 64bit 8giga ddr3 gtx460 nvidia.
I think is ok.
I ll try particle separation as well as the scale to 4.is it big u thonk.
And definately the rop output.
But that is the the way it works.
Mesh or nurbs sculpting and then fluid application…right?
Thnx again
tha was really helpfull
i ll try that as soon as i can
kinds regards
yanioaioan
- tomsvfx
- Member
- 54 posts
- Joined: 8月 2011
- Offline
- yanioaioan
- Member
- 31 posts
- Joined: 12月 2011
- Offline
Hello again,
thnx for the quick reply again/
very kind of you.
Here is my hip file.
What i am trying to do is basically create a liquid entity to transform
itself in an abstract way while is going to the a direction and in
the end it collides with a “sphere” (let's say) and it envelops
it in the end.
I am also having trouble in controling the liquid entity as far
as the enveloping is concerned.
I want to make it envelope and stay around the “sphere” in the end.
Kinds Regards
Yannis
thnx for the quick reply again/
very kind of you.
Here is my hip file.
What i am trying to do is basically create a liquid entity to transform
itself in an abstract way while is going to the a direction and in
the end it collides with a “sphere” (let's say) and it envelops
it in the end.
I am also having trouble in controling the liquid entity as far
as the enveloping is concerned.
I want to make it envelope and stay around the “sphere” in the end.
Kinds Regards
Yannis
- tomsvfx
- Member
- 54 posts
- Joined: 8月 2011
- Offline
Your fluid creation frame is 1, but your timeline starst from 300!!!
BUT…
maybe you could do this with particles, it could be much easier to control and faster,
some keyword for that:
attractor
noise (force)
to get liquid look, at the end use Particle Fluid Surface SOP node to mesh particles. I would like to drop a scene file for you, but I need to go to school now, so I left this to you now.
If want you can look in help->exmaple files->Particle node examples
there is showeed all things you need to do wath you want.
And… I edited your scene, just look in AutoDopNetwork
Good luck,
Tom
BUT…
maybe you could do this with particles, it could be much easier to control and faster,
some keyword for that:
attractor
noise (force)
to get liquid look, at the end use Particle Fluid Surface SOP node to mesh particles. I would like to drop a scene file for you, but I need to go to school now, so I left this to you now.
If want you can look in help->exmaple files->Particle node examples
there is showeed all things you need to do wath you want.
And… I edited your scene, just look in AutoDopNetwork
Good luck,
Tom
- yanioaioan
- Member
- 31 posts
- Joined: 12月 2011
- Offline
-
- Quick Links