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[Sidefx-houdini-list] Wobbly FLIP surface
Wednesday, 13 February 2013 Wed, 13 Feb '13
Hi Brian, Yes well I was more thinking of working with actual geometry point since that is what comes out of the particle surface SOP, but yes something like that. It would be awesome if the node could generate a proper add though. I'm actually hoping on some advice how to get better results out of the Particle Fluid Surface SOP. Sampling helps, but doesn't remove the wobbly bits in total and results in more jitter. Nick ----- Reply message ----- From: "Brian Goodwin" <brian.r.goodwin at gmail.com> To: <sidefx-houdini-list at sidefx.com> Subject: [Sidefx-houdini-list] Wobbly FLIP surface Date: Wed, Feb 13, 2013 22:04 Hey Nick You should be able to blend the SDF's and "morph" a fluid sim into flatter sections, using the idea of a volumetric alpha On tin tin we did a ton of SDF blending to seam fluid sims together using this approach. Depending on how flat you want it, if its a "mirror" you want, this could definitely work. The idea is - Once the primary sim is done, go in and flatten regions using something like the volume mix in SOPS, where you provide a volumetric alpha. So you'd need to look into SDF blending etc in sops. I'm not certain exactly how you'd do this in houdini out the box SOPs because We have our own tools that provide this functionality but the basic building blocks are there. Hope this helps Cheers Brian On Thu, Feb 14, 2013 at 9:48 AM, Nick Nimble <nick at nicknimble.com> wrote:
Hi! I'm in search for some advice regarding surfacing FLIP fluids. If you create a FLIP tank from the shelf, dial up the resolution and surface the particles, how I ever I twist or turn it, it results in a wobbly surface. Where I would expect it to be a flat sheet, at least until some motion occurs. I'm doing a shot which starts and ends with flat water, like a mirror. I'm not expecting to get just that right out of the particle surface SOP how ever a approximation would be nice. I've tried a smooth SOP, which helps a bit but not really and it heavily affects small drops/details and causes trouble with collisions. What I'm hoping for is to get a better nearly flat result from the particle surface SOP and then use a projection/blending approach to get to the mirror/flat look based on the 'displacement' from 'calm state'. Any advise or experience is more then welcome :-) -- Cheers, Nick, be Nimble +31 622 4243 94 | www.nicknimble.com | www.facebook.com/nicknimble ______________________________**_________________ Sidefx-houdini-list mailing list Sidefx-houdini-list at sidefx.com https://lists.sidefx.com:443/**mailman/listinfo/sidefx-**houdini-list<...-- brian _______________________________________________ Sidefx-houdini-list mailing list Sidefx-houdini-list at sidefx.com https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list