How about splitting it into two simulations? You can source the fluid
from your desired location outside the sphere, when particles collide
with the sphere you kill them. Then in SOP's you build a new source from
the particles that die on the current frame, but slightly displaced by
the normal of the sphere, so they are inside. Then in the second
simulation you can source from those points and have this fluid collide
with the inside of the sphere.
The cool thing about this, is that it can work in any situation with any
piece of enclosed geometry :-)
Nick, be Nimble
-- 2014 the year where things become clearer --
+31 622 4243 94 | www.nicknimble.com | www.facebook.com/nicknimble
On 24/02/14 13:30, Dominik wrote:
> Hey list,
> Is it possible to make flip collide but only from the normal direction. Let me explain. Ie: I want to pour liquid from the outside of a sphere, but when the liquid enter the sphere, I want it to start colliding with the sphere interior.
> I'm thinking about giving a group to particles inside the collision object and use this group in my static object. But I'm not sure it will work because the collision is apply to the flip object and not per particle. I will try some ideas today, but if you think to a solution, let me know.
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I've been learning to use vopcop to generate patterns. So, when I made a
pattern "test01" under resolution 640x 480 as such- https://flic.kr/p/o5pt4d
which is what I want to achieve. However when I set to higher resolution
2048x1556 "test01", all the dotted pattern disappeared as such-
Is there any way to keep the dotted pattern as in "test01" image at the same
time to set higher resolution. I tried to save the test01 image as colour
map then set to higher resolution, however, just like doing it in photoshop,
the detail all become blur when zoom in.