Transitioning from a coder to a 3D artist. Houdini was the best option for me after I explored a different number of 3D software applications. I love the procedural workflow in Houdini and how easily accessible the attributes of the geometry are available to the user. This makes it a lot easier to focus on creating a good render and less time wasted on trying to figure out how to access certain geometry points or edges.
Hi Bubblepins! This video was a great introduction to flip and collisions with flip. You covered a lot of things extremely well with lots of detailed information that is very good for beginners. Seriously keep it up! :) Only thing I would mention is going more specific into collisions within flip itself and how flip sees the collisions. You probably know this now I'm sure, but viewing the collision guide in the static object isn't enough to see what flip will see as a collision. Flip calculates it's own collision volume internally and you have to see it with it's own collision visualizer. The volume resolution within flip collisions is the particle separation multiplied by the grid scale. Unless you specify otherwise with the "Collision separation" parameter. You can see this in the flipobject itself. It's just worth mentioning is all. Great video nonetheless. Keep it up, you are a good explainer. Someone was mentioning to me today how he watched your river tutorial and he was able to very easily apply it to his own scenario because of how well you explained it.
Thanks for the generous comment! Yeah you're right about the FLIP visualizer, I realized that too afterwards. I'll definitely keep that in mind for the next FLIP videos I do. Thanks for watching!
COMMENTS
Tyler Strasser2 5 years ago |
Hi Bubblepins!
This video was a great introduction to flip and collisions with flip. You covered a lot of things extremely well with lots of detailed information that is very good for beginners. Seriously keep it up! :)
Only thing I would mention is going more specific into collisions within flip itself and how flip sees the collisions. You probably know this now I'm sure, but viewing the collision guide in the static object isn't enough to see what flip will see as a collision. Flip calculates it's own collision volume internally and you have to see it with it's own collision visualizer.
The volume resolution within flip collisions is the particle separation multiplied by the grid scale. Unless you specify otherwise with the "Collision separation" parameter.
You can see this in the flipobject itself. It's just worth mentioning is all. Great video nonetheless. Keep it up, you are a good explainer.
Someone was mentioning to me today how he watched your river tutorial and he was able to very easily apply it to his own scenario because of how well you explained it.
bubblepins 5 years ago |
Thanks for the generous comment! Yeah you're right about the FLIP visualizer, I realized that too afterwards. I'll definitely keep that in mind for the next FLIP videos I do. Thanks for watching!
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