Antonio Covelo
Antonio Covelo
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can flipSolver affects to another flipSolver? April 14, 2013, 6:11 a.m.
I'm raiding your post as it has a similar request and wouldn't want to make a new post so quickly
Solitude, that is something I tried yesterday. In my scene I am running some “Collision between Flip Fluids” tests… And I encountered a problem I'm struggling to solve… Hope you can help me with this one
I have two spheres in my scene (one above the other), which I merge and set as Flip Fluid Sources. Then, using a SOP Solver (and VOPs) in the AutoDopNetwork I set the FlipFluid Particles to remain static until they come in contact with a cylinder I animated. This cylinder goes through the top sphere, initiating the simulation for some of the top sphere's particles making these fall on the bottom one. At first, it all looks good, but then I realize that some of the particles that fall, aren't colliding and bouncing of the static particles bellow, they are going through it and dribbling out the bottom once they reach it…
How do I stop this from happening? I am trying to simulate that the “static particles” are a solid geometry (so nothing can go through) and once they come in contact with this cylinder they become full on fluids and simulate away.
Thanks, and hope this helps you too igou
Solitude, that is something I tried yesterday. In my scene I am running some “Collision between Flip Fluids” tests… And I encountered a problem I'm struggling to solve… Hope you can help me with this one
I have two spheres in my scene (one above the other), which I merge and set as Flip Fluid Sources. Then, using a SOP Solver (and VOPs) in the AutoDopNetwork I set the FlipFluid Particles to remain static until they come in contact with a cylinder I animated. This cylinder goes through the top sphere, initiating the simulation for some of the top sphere's particles making these fall on the bottom one. At first, it all looks good, but then I realize that some of the particles that fall, aren't colliding and bouncing of the static particles bellow, they are going through it and dribbling out the bottom once they reach it…
How do I stop this from happening? I am trying to simulate that the “static particles” are a solid geometry (so nothing can go through) and once they come in contact with this cylinder they become full on fluids and simulate away.
Thanks, and hope this helps you too igou