Hello,
I'm having some trouble trying to transfer ‘vorticity’ from a flip simulation to my meshed surface. The Particle Fluid Surface node has an option to transfer vorticity, but I just don't get any attribute on the mesh. I can visualize vorticity when I enable ‘visualize mask’ but nothing else.
Do I need to enable something else somewhere?
I can calculate this using attribute vop but maybe this is what the ‘transfer attributes’ option should do?
a bug, maybe?
thanks!
Houdini Indie 15.5.523 linux (debian)
Particle Fluid Surface : Transfer vorticity
6661 4 1- eddgarpv
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- nrasta
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Hey,
I am having the same problem, I may have a solution. In your flipsolver go to particle motion tab, vorticity tab, there is a check box add vorticity attribute. When I checked that I can now view the vorticity in the particle fluid surface in the output section you can visualize velocity and vorticity. Hopefully this helps. I am still struggling with how to do velocity and vorticity pass with flip fluids as well.
I am having the same problem, I may have a solution. In your flipsolver go to particle motion tab, vorticity tab, there is a check box add vorticity attribute. When I checked that I can now view the vorticity in the particle fluid surface in the output section you can visualize velocity and vorticity. Hopefully this helps. I am still struggling with how to do velocity and vorticity pass with flip fluids as well.
- eddgarpv
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Ahh, thanks!
Exactly what I was missing.
I can help you with the velocity pass. Dive into your liquid shader (basicliquid?) and create a bind node, set name to v and override type with input. Then connect a length node, followed by a fit range, a ramp parameter (where you can choose the colors for the pass) and connect that to a Parameter node, set its name to v and from the Export drop down menu, select ‘when input is connected’.
Then in your mantra ROP, select the Images tab > Extra Image Planes tab > and create a new image plane. Set VEX variable to v and vector type.
And that's it. You can render vorticity (a float value).
hope that helps!
Exactly what I was missing.
I can help you with the velocity pass. Dive into your liquid shader (basicliquid?) and create a bind node, set name to v and override type with input. Then connect a length node, followed by a fit range, a ramp parameter (where you can choose the colors for the pass) and connect that to a Parameter node, set its name to v and from the Export drop down menu, select ‘when input is connected’.
Then in your mantra ROP, select the Images tab > Extra Image Planes tab > and create a new image plane. Set VEX variable to v and vector type.
And that's it. You can render vorticity (a float value).
hope that helps!
- nrasta
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Hey Eddgarpv,
Really glad that helped out. And thanks for the info on how to get velocity pass. I must be doing something wrong though. I followed your instructions, but I am not the most familiar with Houdini. I posted a scene file if you could please take a look at it. I would really appreciate the help, as I certainly need it. Also when you set up a vorticity pass is it the same procedure. Feel free to change anything on the file. Thanks again.
Really glad that helped out. And thanks for the info on how to get velocity pass. I must be doing something wrong though. I followed your instructions, but I am not the most familiar with Houdini. I posted a scene file if you could please take a look at it. I would really appreciate the help, as I certainly need it. Also when you set up a vorticity pass is it the same procedure. Feel free to change anything on the file. Thanks again.
- eddgarpv
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