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Dedrich
Hello everyone,

I have an issue with my whitewater simulation.

For whatever reason it seems that the particles never turn into "Spray", once they leave the fluid surface they are still considered "Foam" for some reason and then just slowly rise through the air.

Please see attached video, I'm hoping I can get some help to figure this out.

I will say that the original FLIP simulation's water level is not 0 its at -3.51 meters as that is the depth of the river's surface.

Any ideas on what is going on here? The whitewater source looks fine, the FLIP sim looks fine.
Dedrich
I think I fixed it. The whitewater source was modifying the surface sdf in a way where the particles that were away from the surface were still being considered foam because the sdf had different values higher up... Very strange.
Dedrich
Update, it did not fully correct the problem. Particles are still not being marked as spray even though they are a meter from the surface SDF.
jarjarshaq
@Dedrich, did you ever fix this issue. I'm having the same issue.
jlazzis
same for me!It's driving me crazy
chilby
Did anyone ever figure this one out perchance?

For now I just hacked around it with a popwrangle:

if(@age > fit01(rand(@ptnum), 0.8, 1.8) && @v[1] > 0.3 && @depth < 0){
@group_broken = 1;
}

Which blasts all points slowly creeping up, post-sim. But it's an inelegant solution, I don't know why this is happening. It's something with the @depth not being properly evaluated, some clashing happening between surface collider and the surface of the flip mesh.
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