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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 FLIP!
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 FLIP!
tool shows how to
-
work with varying viscosity,
-
transfer UV texture information to a
Cd
color point attribute, -
use the
Cd
attribute to dye the fluid particles.
The tool creates a gradually melting Rubber Toy SOP test geometry with variable viscosity. The toy’s texture information is transferred to the particles and the particle fluid surface.
Main nodes ¶
Node name | Function |
---|---|
testgeometry_rubbertoy
|
Test Geometry: Rubber Toy SOP. This node is a ready-to-use object that comes with texture map, material definition, and proper UVs. |
|
FLIP Container SOP. To use point variable viscosity, the node’s Varying Viscosity parameter is turned on. The custom |
|
Attribute from Map SOP. This node loads the Texture Map and converts the map’s colors into a |
|
Attribute Wrangle SOP. The simulation’s viscosity values are defined through a short VEXpression. The expression says that all particles with a Y position greater than |
|
FLIP Solver SOP. This node is the center piece of the network and brings everything together to simulate the fluid’s behavior. In the Collision tab, a Ground Plane is active. To finally see the texture map colors in the simulation, the node’s Color by Speed option is turned off. Look for this checkbox in the Visualization tab. |
Tips ¶
To... | Do this |
---|---|
Change the geometry |
Create or load an object and connect it to the |
Change the texture |
Select the |
Create more particles |
In the |
Change the viscosity values |
Select the |
Display particles instead of spheres |
Go to the |
Show the particle fluid surface |
Turn on the |