[Sidefx-houdini-list] Fluid on a tea cup escaping

Marco Melantonio mmelantonio at gmail.com
Thu Dec 7 17:10:41 EST 2017


Thank guys for all support.

I'm back on this shot this week. I'll try to follow your suggestions.

Marco

2017-11-14 12:36 GMT-02:00 <b.fx at free.fr>:

> Hello
>
> For a cup or a bowl moving try to collide with a static object parameter
> CollisionDetection set to useSurfaceCollision (rayCasting collisions).
>
> Keep things as usual to collide with a moving/deforming sop: SopPath,
> deformingObject, re-evaluateSops.
>
> In Collision tab use a proxyVolume and set Mode to volumeSample to speed
> up the sim or increase the UniformDivision if you keep Mode in
> RayIntersect. Then turn collisionDetection from useSolverDefault to
> UseSurfaceCollision (it will gray the volume parameters but they are still
> active for the sim).
>
> The solver will use rayCasting for collisions much more precise. You need
> less substeps for your sim.
>
> To preserve the volume take a look to the GasEqualizeVolume dop it may
> give good results.
>
> Working on freezed objects is a good idea and cheat in sop is so nice ;)
> (Check the velocity at the output of the trail sop common errors here...)
>
> Cheers
> Francois
>
>
> ----- Mail original -----
> De: "Tim Bolland" <Tim_Bolland at hotmail.co.uk>
> À: sidefx-houdini-list at sidefx.com
> Envoyé: Mardi 14 Novembre 2017 14:43:33
> Objet: Re: [Sidefx-houdini-list] Fluid on a tea cup escaping
>
> What great insights that video gives, a real gem!
>
> ________________________________
> From: Sidefx-houdini-list <sidefx-houdini-list-bounces at sidefx.com> on
> behalf of Jordan Walsh <jordan.h.walsh at gmail.com>
> Sent: 14 November 2017 12:45
> To: sidefx-houdini-list at sidefx.com
> Subject: Re: [Sidefx-houdini-list] Fluid on a tea cup escaping
>
> Ha, was going to post that exact video!
>
> The other option is to remove all anim from the cup, then calculate what
> the movement/rotation on the cup is, then re apply this animation, but only
> add a portion of it. So you might only want to add 10% of the anim back to
> the cup so you get reactions, but not as extreme! Then you add the
> remaining percentage of anim to the resulting sim so it lines up with the
> anim correctly. Usually you need a bit of matrix maths to extract the
> transforms, apply the inverse (to remove tha anim) and probably break down
> the matrix in to translates and rotations so you can reduce these.
>
> Jordan
>
> On 14 November 2017 at 04:59, Miles Green <Miles.Green at al.com.au> wrote:
>
> > Hi,
> >  not sure about the level of simulation that you need, but we often find
> > if you don't need the water to break away or splash, then an approach
> like
> > this (by andrew lyons) is often best and avoids the pitfalls Flip fluids
> >
> > https://vimeo.com/18542939
> [https://www.bing.com/th?id=OVP.uYwrXWTDQyHxDWKUdEbeRAEsCo&pid=Api]<
> https://vimeo.com/18542939>
>
> Contained Fluids - Andrew Lyons<https://vimeo.com/18542939>
> vimeo.com
> Andrew D Lyons presents a solution to the problem of how to create a large
> number of moving contained fluids. This presentation was originally given
> to the San ...
>
>
>
> >
> > M
> >
> > ________________________________________
> > From: Sidefx-houdini-list <sidefx-houdini-list-bounces at sidefx.com> on
> > behalf of Marco Melantonio <mmelantonio at gmail.com>
> > Sent: 10 November 2017 7:51 AM
> > To: sidefx-houdini-list at sidefx.com
> > Subject: [Sidefx-houdini-list] Fluid on a tea cup escaping
> >
> > Hey guys,
> >
> > I'm simulating a flip fluid inside a tea cup, on a character's hand
> (using
> > Volume Collision and Alembic (deform collision))
> >
> > Everything looks fine until the hand starts to move… The fluid doesn't
> stay
> > inside the cup like it should be - Iike any of us walking while carrying
> a
> > tea cup.
> >
> > It's dropping away over the border like was in a fast movement.
> >
> > I'm not sure how to solve this because the hand moves very gently… It's
> not
> > a fast movement. Scale is also correct… And I'm using trail on calculate
> > the velocities.
> >
> > Any tip?
> >
> > Sorry but I can't share the file.
> >
> > Thanks!
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