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Houdini’s SOP FLIP fluids provide several ready-to-use tools to illustrate some of most common workflows. To access the tools, create a Geometry SOP and double-click it to dive into the node. There, press the ⇥ Tab key to invoke the TAB menu. Enter flip configure
and choose FLIP Configure Beach Tank
from the list. Houdini creates a complete network and you can immediately start the simulation by clicking the icon in the playbar.
The FLIP Configure Beach Tank
tool shows how to
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use an object as a custom container,
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turn geometry into a FLIP fluid collision object,
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apply custom boundary flows to a GLUP fluid simulation,
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work with the FLIP Solver SOP node’s fourth input,
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create a simulation with beach waves.
The tool creates a network for the simulation of beach waves from an ocean spectrum. The spectrum is connected to the solver’s fourth input to create a custom boundary flow. The beach collision object clips intersecting particles to create a typical shoreline with shallow and deeper zones.
Main nodes ¶
Node name | Function |
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File SOP. This node loads the |
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FLIP Container SOP. This node creates a domain where fluid simulation happens. At the domain’s boundaries, particles are sourced and deleted to maintain an equilibrium. You can connect an object to the node’s input. This object will then serve as a custom-shaped domain. The FLIP Container is also the place where you turn on physical properties like Surface Tension or Viscosity. You can also define custom attributes such as |
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FLIP Collide SOP. You need this node to convert geometry or volumes into collision objects for the FLIP fluid. The collision object has to be solid and closed for this setup to work correctly. Collision objects are always connected to the node’s fourth input. |
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Ocean Spectrum SOP. This node creates volumes containing the ocean wave information. The wave pattern is based on parameters like Direction, Speed and Scale. You can also choose from two Spectrum Type options. The default is TMA, also known as Encino waves. The Philips mode is widely known as Tessendorf waves. |
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Ocean Evaluate SOP. The node used the information from the |
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FLIP Solver SOP. This node is the center piece of the network and brings everything together to simulate the fluid’s behavior. The Waterline tab is of particular interest: the Waterline has to be turned off, because the particles are created through the solver’s fourth input (Boundary Flow). Boundary Conditions are also relevant in this setup, because the fluid interacts with FLIP Container’s walls. |
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Particle Fluid Surface SOP. Turn on the node’s Display/Render flag to invoke the creation of a polygon mesh, representing the fluid. |
Tips ¶
To... | Do this |
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Create more particles |
In the |
Use viscosity and/or surface tension |
In the |
Display particles instead of spheres |
Go to the |
Preview the waves |
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Change the waves' properties |
Play with the parameters of the Wind tab, esp. Spectrum Type and Speed. Under the Amplitude tab you can eliminate smaller waves and ripples by increasing Min Wavelength. |
Imrpove the quality of the collision geometry |
The FLIP Collide node converts connected geometry into a volume. Quality and resolution can only be changed through the FLIP Container’s Particle Separation parameter. Doing this also affects the number fluid particles. |
Display particle surface with velocities |
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