Quicktip: Fluid Splashes Using FLIP

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  • เผยแพร่เมื่อ 16 เม.ย. 2020
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ความคิดเห็น • 78

  • @ericburnett8163
    @ericburnett8163 3 ปีที่แล้ว +48

    `opinputpath("../",1)`
    For anyone else looking to the comments to copy and paste the expression at 4:30

    • @3DDesigner_
      @3DDesigner_ 3 ปีที่แล้ว +1

      You saved my Carrier ...

    • @lara60690
      @lara60690 3 ปีที่แล้ว

      ily

    • @therealkevinleee
      @therealkevinleee 2 ปีที่แล้ว

      holy cow

    • @AvisAnimationZ
      @AvisAnimationZ ปีที่แล้ว

      Love!

    • @russdyson
      @russdyson 2 หลายเดือนก่อน

      I had to look this up too, and it uses backticks for the expression rather than single quote.

  • @AlenHR
    @AlenHR 4 ปีที่แล้ว +57

    very cool, thanks for this.. i did tons of flip sims in houdini.. and most of them were small splashes.. so.. i have a tip or two..
    for me, the most important thing, regarding general look of fluid, was understanding of relation between Particle Reseeding and Particle Separation.. my thinking was: iterate in high particle separation, and when you are happy, lower the separation for more resolution.. but everytime my sim blow up..
    now, i see it like this: particle separation is for world scale, for example, if you drop 1m3 box, and decrease particle separation enough, it would look/behave like a pool of water.. and if you increase particle separation enough, it would behave like a drop of water..
    to get more "resolution", aka, avoid jagged edges and/or fluid separating to droplets, there are couple of things to tweak..
    one is Particle Reseeding, to get more particles in the same space (smoother mesh) increase Surface Oversampling.. i sometimes went to over 20 for tiny fluids..
    Separation tab gives you control of, well, separation:) I found it useful when i wanted to control how quickly and hard everything separates, also influences shape a lot..
    Surface Tension in Volume Motion i use a lot for final tweaking of looks, after i got most of the things dialed in, it gives great boos to natural feel turning fluid to nice blobs and thin films.. it really helps with uniform look of sim (everything turning to strings or droplets at the same time)..
    those are like my main flip parameters i dial in on almost every flip sim i make..
    regarding meshing, jagged edges and mesh flickering (tiny holes closing and opening from frame to frame) were my biggest problems.. smoothing/dilating helped, but i at the cost of detail in most cases..
    jagged edges get solved by oversampling in sim itself.. i usually decrease voxel scale to 0.5 and play with droplet scale and influence scale to match my desired look.. and i use filtering lightly..
    for flickering, i haven't found a better way, but this works great for me.. i cache all substeps and then mesh all the steps (it prolongs meshing a lot).. then i retime result to regular number of frames.. it gives me butter smooth meshes, but it is kinda annoying.. the main thing is to never get too much of a movement between the frames.. the faster your particles move, the more substeping you need for smooth results..
    and there is sourcing.. but we all know the importance:)

    • @Entagma
      @Entagma  4 ปีที่แล้ว +3

      Hey Alen,
      thanks so much for the comprehensive tips! Think I'll be busy incorporating them into my workflow.
      Thanks again for sharing :)
      Mo

    • @mohitsherman3758
      @mohitsherman3758 4 ปีที่แล้ว

      @Alen Mianovic you have raised some valid points here, I already had a detailed question pending on Houdini's forum (www.sidefx.com/forum/topic/73817/?page=1#post-312330) but here If you can reply to me,
      Is there any correlation between the particle count & particle radius? What should I tweak first grid size or iterations so that I achieve a better collision? How can I make collisions to work with thin geo?

    • @gt_kenny
      @gt_kenny 3 ปีที่แล้ว +1

      Really nice, detailed comment Allen! Much appreciated. Not every day you stumble upon a TH-cam comment that is this valuable. Fluids can be insanely challenging (multiplied by client's requests) so it is always nice to hear tips from others. Cheers!

  • @MiRaje8086
    @MiRaje8086 4 ปีที่แล้ว +11

    Everything is explained really well on this channel, thanks for the content man!

  • @vadimrzhavin3740
    @vadimrzhavin3740 4 ปีที่แล้ว

    Thank you very much! Your tutorials are the most professional and friendly.

  • @elliotstronge4839
    @elliotstronge4839 3 ปีที่แล้ว +60

    With the static object the volume sample method isn't being used because bullet is building it's own collision shape which is why you had to change the hull type. If you remove the sop path setting from the settings at the top it should correctly use the volume sample method. Also worth noting, if you use the volume sample method, is that the division method and uniform divisions settings do nothing, it just uses the volume's settings.
    Oh and in the flip object, under guides/particles, setting the visualization to particles instead of sprites is a better way of visualizing the fluid.

    • @JosefMaxwell
      @JosefMaxwell 3 ปีที่แล้ว

      Wanted to give this a shot, so just leave the SOP path setting blank it'll just use the volume sample method on it's own?

    • @elliotstronge4839
      @elliotstronge4839 3 ปีที่แล้ว +2

      @@JosefMaxwell You can force it by setting collision detection to use volume collisions. Then it'll just use the volume settings and not the bullet settings.

    • @mylesdarwin3000
      @mylesdarwin3000 2 ปีที่แล้ว

      instablaster.

    • @user-co4eo8px2e
      @user-co4eo8px2e 2 ปีที่แล้ว

      doesnt tjhe geometry just disappear if you set the sop path settings blank?

  • @StaticX73
    @StaticX73 ปีที่แล้ว

    omg....best explanation tutorial ever!!!

  • @valerianarancio333
    @valerianarancio333 3 หลายเดือนก่อน

    Sir, you're the best.

  • @eugeneseleznev
    @eugeneseleznev 4 ปีที่แล้ว

    Thank you!

  • @nathanieI
    @nathanieI 4 ปีที่แล้ว +11

    Use a File cache node to sim, use save in background on it. It's faster than simulating it in the viewport.

    • @phonix6494
      @phonix6494 3 ปีที่แล้ว +1

      as what would you save it as a vdb?

    • @junechevalier
      @junechevalier 3 ปีที่แล้ว

      @@phonix6494 bgeo.sc

    • @phonix6494
      @phonix6494 3 ปีที่แล้ว +1

      @@junechevalier Okay thanks

  • @tejareddy5732
    @tejareddy5732 3 ปีที่แล้ว +2

    Before cube falling(

    • @akmusic1066
      @akmusic1066 ปีที่แล้ว

      I am facing this problem how can i fix this problem 🙁? tell me

  • @jordanobruno4973
    @jordanobruno4973 4 ปีที่แล้ว +2

    super thx

  • @PetyaGrozdeva
    @PetyaGrozdeva 4 ปีที่แล้ว +1

    Thanks for the tutorial! You are amazing!

    • @vasilhristov9005
      @vasilhristov9005 3 ปีที่แล้ว +4

      www.sidefx.com/docs/houdini/nodes/dop/buoyancyforce.html
      yes, it's called buoyancy force, does exactly what you're saying

  • @StaticX73
    @StaticX73 ปีที่แล้ว

    can you point me in the direction of the shading and lighting? I am following this tutorial to the teeth and it has been the easiest tutorial to follow!!

  • @cgfan1084
    @cgfan1084 2 ปีที่แล้ว

    Great tutorial with the expression for the Sop Path what is the keys on windows for backtake.

    • @erichocean8746
      @erichocean8746 2 หลายเดือนก่อน

      It's below the ESC key.

  • @onkarbhade7277
    @onkarbhade7277 3 ปีที่แล้ว +1

    awesome..!!!
    plz put rendering tutorial..

  • @uzaykisi1863
    @uzaykisi1863 2 ปีที่แล้ว

    How can i bring back the ice cube, i have only glass and liquid in my renderview?

  • @ChosenWan
    @ChosenWan 4 ปีที่แล้ว +4

    did you just delete the old version and re-upload this tut? I thought I've watched this days ago.(or maybe I just did a time travel...?)

    • @Entagma
      @Entagma  4 ปีที่แล้ว +6

      Yes, reupped. Fixed a small error in the edit. Sadly TH-cam (contrary to Vimeo) doesn't allow to just switch out the video file.
      Cheers, Mo

  • @akmusic1066
    @akmusic1066 ปีที่แล้ว +1

    My fluid is falldown from bottom of glass before cube falling in glass.? How can i fix this🙁

  •  4 ปีที่แล้ว

    What happened netflix dark tv series
    God particle ?

  • @_whittington
    @_whittington 3 ปีที่แล้ว +6

    Imagine having 35GB of ram to spare

  • @yujinjeon512
    @yujinjeon512 2 ปีที่แล้ว

    I can't see any ice in dopnet at 9 minutes and 5 seconds. Ice is visible inside the dopnet. I'm not sure what the problem is.

  • @horizor
    @horizor 4 ปีที่แล้ว +1

    render without displacment?

  • @jquintero462
    @jquintero462 ปีที่แล้ว

    Hello, for some reason the file doesn't download to continue with this tutorial. Also after deleting the points from the wine glass what do you do after words? It seems you cut the video and add different points. Thank you.

  • @bhcbhc
    @bhcbhc 3 ปีที่แล้ว +1

    yea... where the ice cube go at last?

  • @russdyson
    @russdyson 2 หลายเดือนก่อน

    How can I get the ice cube back. Sure I can Object Merge in another Geo node, but then it is just a static cube. Putting the property back to * rather than only flipsolver1 doesn't bring the cube back for me. It looks kind of weird without the ice cube, where an impact crater appears in the flip sim.

  • @csiri6758
    @csiri6758 3 ปีที่แล้ว

    These two blast nodes just really hurt man... I don't know why. Feels wrong.

  • @imaginefxproductions2199
    @imaginefxproductions2199 4 ปีที่แล้ว +8

    hey! Can we get a tower destruction tutorial with debris,smoke and explosion from start to finish. A lot of guys might want that. Thank you

    • @JosefMaxwell
      @JosefMaxwell 3 ปีที่แล้ว

      That's a pretty big tutorial and would probably be on their Patreon. If you're looking for a tutorial like this, check out Applied Houdini on CGCircuit. Paid tutorials, but 3 segments on rigids, debris/smoke and pyro are super in-depth and based off his work with ILM.

  • @henry-yu2ju
    @henry-yu2ju 3 ปีที่แล้ว

    I feel like I keep freezing but i know my rig is pretty good..?

  • @JohnDowson100
    @JohnDowson100 3 ปีที่แล้ว

    Beautiful tutorial! Thanks for sharing! I am quite new to Houdini especialy to Fluids, so I hope this question does not looks too foolish.. but is the FLIP simulation supposed to be as fast as it appears in the video? :0
    I have 64GB of RAM and an Intel(R) core(TM) I7 -7700 CPU 3.60GHz and it takes an eternity to simulate 35 frames. Is this as it is supposed to be or I am making some mistakes?

    • @JohnDowson100
      @JohnDowson100 3 ปีที่แล้ว +1

      @Nikodim FomichThanks, this is a relief for me to read this. I didn't knew phoenix FD existed! I see there is also a plugin for Maya. How is this program compared to Houdini? :)

  • @nvav970
    @nvav970 3 ปีที่แล้ว

    Why do we need both a collision object and a collision volume?

    • @chillsoft
      @chillsoft 2 ปีที่แล้ว +1

      One is for preview, other is for actual calculation of collisions (also first one is for RBD part of the sim)

  • @Mati_Motion
    @Mati_Motion ปีที่แล้ว

    I did excatly 100% same like your steps but flip particles start to fall down and dissapear in second

  • @uvneetsingh2104
    @uvneetsingh2104 4 ปีที่แล้ว

    nice tutorial bro i am just having problem my gravity is affecting
    the fluid

    • @Entagma
      @Entagma  4 ปีที่แล้ว +19

      Then dial back your gravity, bro.

  • @alikasaei3391
    @alikasaei3391 ปีที่แล้ว

    Hello,
    Sorry when I creat the glass and the liquid via flip object, instead of remaining in the glass, the fluid gets absorbed into the glass and disappear. Can you help me fix the problem?

    • @LinaVysnia
      @LinaVysnia ปีที่แล้ว

      Check if your flip particle separation is the same as in points from volume node

  • @KO28JOJO
    @KO28JOJO 2 ปีที่แล้ว +1

    The fluid is passing through the glass in my case. Not sure why.

    • @chillsoft
      @chillsoft 2 ปีที่แล้ว

      Check your volume collision guide inside the dop network and make sure it looks the same as the vdb in sop

  • @gouthamvanga5129
    @gouthamvanga5129 2 ปีที่แล้ว

    Whats ur PC specs sir?

  • @user-ez8sl6oc5w
    @user-ez8sl6oc5w 3 ปีที่แล้ว

    how can i visible the cube?

    • @Entagma
      @Entagma  3 ปีที่แล้ว

      Heyhey,
      a more detailed tutorial on rendering this is part of our premium course on rendering:
      entagma.com/category/premium-course/rendering-101/
      Cheers, Mo

  • @eth3realm
    @eth3realm 3 ปีที่แล้ว

    Ploy fill isn’t closing the hole, pls help

    • @LinaVysnia
      @LinaVysnia ปีที่แล้ว

      You need an even number of divisions for it to fill

  • @kirtheinson5410
    @kirtheinson5410 4 ปีที่แล้ว +1

    Hello, I did the tutorial step by step but the liquid comes out from the sides, what can I do thanks!

    • @Entagma
      @Entagma  4 ปีที่แล้ว

      Hi Kirt,
      did you download the project file we provided and compare your file against that? That's usually the quickest way of finding out what went wrong.
      Cheers, Mo

    • @junechevalier
      @junechevalier 3 ปีที่แล้ว

      You need to increase the min and max Substeps. It's in your flipsolver parameters

    • @jquintero462
      @jquintero462 ปีที่แล้ว

      @@Entagma Download? Your file doesn't download.

  • @TroubleShotVFX
    @TroubleShotVFX 3 ปีที่แล้ว

    That expression shit is killing me. Isn't there another way or at least an explanation for why it doesn't work when I enter it manually.

    • @moonlime-io
      @moonlime-io 2 ปีที่แล้ว

      The `opinputpath("../",0)`? make sure to use ` not '. Backtick ` is on the same key as ~, not ". Apostrophe ' is on the key with ". Also make sure you out the ../ directory navigation in quotes like "../" since it needs to be read as a string.

  • @xanonymous3468
    @xanonymous3468 4 ปีที่แล้ว +1

    the particles set 0.0005 is a huge number..

    • @juanecheyt
      @juanecheyt 4 ปีที่แล้ว +1

      Yes, i thought the same thing.... usually if i go under 0.1, my pc (Ryzen9 with 64gb or ram) almost dies, lol..... No wonder he said the sim lasted what seemed like an eternity.....

    • @dj_multiple_one
      @dj_multiple_one 3 ปีที่แล้ว

      @@juanecheyt 0.0015 I think is my Maximum on this scale

    • @samcare7753
      @samcare7753 2 ปีที่แล้ว

      @@juanecheyt we all need a threadripper :(

    • @chillsoft
      @chillsoft 2 ปีที่แล้ว

      Talking about the particle seperation like this makes me think you don't really understand it that well. The PS is context sensitive meaning how big the fluid emitter/fluid object is as well as the scale of your simulation. If it was any bigger, like ten times, then drop the zero. A particle seperation of 0.00015 says nothing if the scale is not mentioned so it's arbitrary until the context is taken into consideration ;)

    • @samcare7753
      @samcare7753 2 ปีที่แล้ว

      @@chillsoft I think we’re all jus talking about this sim. It’s pretty low for an i7 or ryzen

  • @TheSiimur
    @TheSiimur 3 ปีที่แล้ว

    Please slow down when you do these!