Large scale FLIP SIM to create waterfall and whitewater

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I've been going through tutorials and getting myself familiar with Houdini (which I've fallen in love with). I've also searched for domain size limits for Houdini which doesn't seem to have any outside of large sims obviously is more memory intensive and time consuming.

I'm using the Fluid Sim at the SOP level. I'm trying to find the most efficient way to create a waterfall sim.

I've had Houdini crash my computer and restart it a number of times. I've using a file cache to save to background. I've disabled the memory cache within the SOP panel. I have a Macbook M2 Max with 32gigs of RAM. These Apple Silicon chips are no slouch at simulations albeit I wish I had more memory.

My questions are:

1) Is there an undocumented domain size limit in Houdini? At the moment the domain size is 1400,400,800 (which I assume is in meters within Houdini)

2) I'm experimenting with the voxel size. I've set it to 3 in part to speed up sims and also I read somewhere the voxel size is supposed to be a 10th of the size of the boundary box. At these scales what voxel sizes should I be using? Should I be in the decimal point range? i.e. nothing above 1? Which leads me to the next question:

3) The source geo is an elongated box that is 1200,30,30 in size. I tried wider or taller dimensions but it added more time plus I didn't feel like it added more to the sim and I was looking to keep things as efficient as possible. The other I just realised after setting my boundary to 'velocity' I'm getting much better result than the default 'none' doh!. Is this another place I can make things simpler, more efficient to get better results?

4) Should I be doing all this at the DOP level? I'm still learning and slowly getting familiar with the DOP level type workflow. Is that more efficient, the best way to do large scale sims in Houdini, and is there any tutorial to create a waterfall with whitewater sim I can check out?

4) Last but not least: Should I be doing these sims at a smaller scale and the scale the smaller resultant polygon mesh up using some Houdini magic?

Edited by rjiwatram - 2025年3月28日 01:39:06

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SOP_Level_Fluid_Solver_network.png (295.6 KB)

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