Flip Fluids Always Escaping Animated RBD Collider

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I've got an alembic cache of a cup that animates so that it can toast with another cup. I've set up the fluid to start inside the cup and I have SOME volume collusion but not ALL the particles stay inside the moving cup. Every time the cup moves a small group of particles escapes and this happens every frame until there's no flip particles left inside the cup. I've tried making the volume for the edges of the cup super thick so that the volume would always contain the fluid, but then it seems like the fluid just doesn't even collide with it at all. The collusion geometry just passes through the fluid and doesn't seem to care or exert force. However, when I tell the Flip solver to kill unmoveable particles it deletes everything that penetrates. Is there some reason that the fluid isn't moving when its told to move outside collusion geometry or am I going about this all wrong?

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CupExample.zip (2.0 MB)

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Try dropping down a fresh flip_solver and wire it into the position where your current solver is located. I notice you have set collision to Move Outside Collision. This will move particles outside of your collision area then you have Kill Outside turned onto maybe that is why you get some leaking. Also check your collision geometry under the Bullet Tab (your solver is in Bullet mode). You probably want concave collision, because your cup is that shape.

You did not attach your glass object so I could not really test the scene completely. One way to embed your geometry is to CTRL-CLICK to lock your File nodes before you post an example file. This will embed the geometry into the HIP file.
Edited by - March 18, 2016 15:54:50
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I figured it out late last night. I did try using a brand new flip solver with all the default settings and the Bullet vs RBD issue was just a result of me not hitting all the buttons in my test file
Anyway, the problem was related to me converting the geometry to VDB prior to importing it into DOPs. I usually convert to VDB in SOPs and use volume sample in collusion detection because my non-moving static colliders seem to calculate faster with flip. Fut for some reason, this causes any moving collider to not work. I bypassed the convertVDB SOP and set the static collider back to ray-cast and the moving geometry worked perfectly fine.
Thanks for your help Enivob!
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