about the fluid emission ...

   5286   5   2
User Avatar
Member
383 posts
Joined:
Offline
Hi,

I am starting to play with fluids. I wonders how to emit fluid particles from polygons like Realflow splash emitter. For the moment, I can only emit from closed meshes.

Thanks

++
Vincent
http://vimeo.com/vbkstudio [vimeo.com]
User Avatar
Member
299 posts
Joined: Jan. 2010
Offline
Do you have some more info what a “splash emitter” is for people that don't use Realflow?
Drive, monkey, drive!
User Avatar
Member
349 posts
Joined: Aug. 2006
Offline
Why not use a particle based fluid instead of a volume?
User Avatar
Member
383 posts
Joined:
Offline
Erik_JE :

In Reaflow the Splash emitter is used with a Realwave mesh.
The Realwave mesh is acting like a ripple solver in Houdini.
It's possible to add splash emitter to the RWave mesh to create fluid particles when an object hit the realwave surface.

In Houdini, I know how to emit particles from a polygone with a POP network.
I would like to know if it's possible to do the same with fluid particles.



ragupasta :

I would like to use SPH or FLIP fluid to add detail to a ocean.
I can do it with POP but I need to obtain viscous liquid behavior and I don't think the POP can help to achieve that.

++
Vincent
http://vimeo.com/vbkstudio [vimeo.com]
User Avatar
Member
349 posts
Joined: Aug. 2006
Offline
If your making an ocean, how about using some sin() + cos() plus some surface noise on a dense grid?

Particle fluids can emit from a single polygon. They emit from the points on the surface, so you could use a scattersop to get a more organic desirable emission result.
User Avatar
Member
383 posts
Joined:
Offline
the grid base ocean is here.
I would like to make some splask with psh or flip fluid.
But I can't figure how to emit from surface (!).

Can you provide me a litttle example file please. I will be more than welcome.
http://vimeo.com/vbkstudio [vimeo.com]
  • Quick Links