hypothetical

hypothetical

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FLIP fluid friction values Sept. 25, 2017, 1:07 p.m.

I tried the “stick on collision” but I think it was causing my particles to stop completely rather than just slow down across the sink. I think I may have abandoned it too soon though, before experimenting with more settings.

I ended up sorting out the friction values, for me it ended up looking good with 3.5 on the fluid and 1.0 on the sink.

Enivob - I think you were going for the effect of slowing down the fluid just before it hits the sink to keep it from hitting as hard, correct? Would that be noticeable in the final animation as having an odd slowdown, or have you found that not to be a problem?

FLIP fluid friction values Sept. 13, 2017, 11:28 a.m.

I'm new to using FLIP fluids and I'd like to have a check on some of what I'm finding with friction values.

I have a simple emitter going into a bathroom sink. I sorted out the initial velocity for what looks good coming out of the tap, but that caused the water to splash quite a bit out of the sink (I'm using the swirly solver instead of the splash solver). So I ticked the Use Friction box and am playing with friction values.

I would have thought friction values range from 0 = no friction to 1 = complete loss of motion on contact. But I'm finding setting the value to 1.0 on both the sink and the fluid gives almost no reduction in speed. I need to go up to something like 10 (on both) to get noticeable amounts.

Do values of 10 on both objects sound right?

Should I be changing the velocity on both, or leave one object set to 1.0?

How does Houdini calculate the “final” friction value in a collision between two objects? If it's multiplied, I would assume both objects having a value of 10.0 would be the same as one with 1.0 and one with 100.0, right? I haven't had a chance to try that scenario out, still sorting out some wedges and such.

thanks for any guidance!

alembic ROP progress + Thinkbox Deadline Sept. 3, 2017, 6:02 p.m.

I'm new to Houdini, so please bear with me! I have a pretty standard FLIP fluid simulation going and I'm exporting it to Alembic to render with the rest of my scene in 3ds Max. I'm using Houdini Indie if that matters.

I drop in an Alembic ROP after the surface meshing and all is well, with one annoying exception. When I render the Alembic ROP through Deadline I don't get any progress indications. I know it's saving the geometry out because the file is getting bigger, but I'd like to be able to see the progress in Deadline so I can trigger render frames as the sim frames finish.

When I look at the console output through Deadline I see that Houdini isn't putting out any information on what's going on, it's just silently running the job.

Is there a setting in Houdini I need to tick in order for the Alembic ROP to give progress information? (FWIW I get the same behavior on AutoDOP render / cache jobs so I'm guessing it's bigger than Alembic ROP)