hi everyone! so after listening to his video and learning that the particles collide in on themselves due to the lack of particle radius and space between them, i found a permanent solution compare to his temporary one. Because he didnt really solve the issue, only made the problem slower. The solution is to increase the size of your static mesh and with that your boundary box. personally i'm doing a boiling liquid too, and i made a pot, and the inside of the pot (a second mesh, both made in 3ds max) that i used to stimulate the particles. I slipped the uniform scale of pot to the parameter uniform scale of the inside of the pot, in a relative parameter, so that way when i inscrease the pot, the inside of the pot increases as well. It's a procedural way of working. both my pivot points are at the small place as well so it works perfectly. Then i adjusted the bounding box of my stimulation. It was at 5. and my uniform scale of the pot was now at 3. So i slid the parameter of the uniform scale of the pot in all three channels of the boundary box as well and added a +2 so the boundary box is always a little bigger. hope that helps!
Hey hey! Yeah this video is quite old so I'm sure there's updated ways. While yes, scaling the scene does make things stable (I do it a lot for specifically bullet sims), my question is how is this different than just adding more resolution to voxel scale? With increasing the size of the scene, you're increasing the amount of VDB's, so why not keep the scene normalized and increase resolution?
Thank you!! First coming into Houdini I found volume loss to be super frustrating and time consuming to figure out but grid scale + particle radius scale adjustments seem to be doing the trick now
Very informative and very helpful. I have been trying to keep a volume of water in a bucket, but keep the processing low as I have an old PC. This might do the trick! Thank you!
hey amazing video! Im getting this problem with the new Flip SOP setup that was implemented in houdini 19.5, I lose fluid / volume and tweaking the grid scale / particle separation doesnt fix it. Unfortunately particle radius scale isnt exposed in the flip sop setup so not sure how to solve this, but ill try the regular dop way that you are using
in 19.5 I've found that turning on "enforce particle separation" fixed it for me. It's in the flipSolver under the Fluid behaviour Tab. I also set the grid scale to 1.5 (flipContainer). Also, just FYI i left the other particle separation checkbox off in the setup tab
@@_incendiary i use H19.5.493 (apprentice version btw) and I dont have the "enforce particle seperation" option? My sim is still losing so much volume Do you know where else I can find it?
Thanks! There is also "Apply Particle Separation" under "Particle Motion" that helped me reduce the volume loss on a small scale scenario.
hi everyone! so after listening to his video and learning that the particles collide in on themselves due to the lack of particle radius and space between them, i found a permanent solution compare to his temporary one. Because he didnt really solve the issue, only made the problem slower. The solution is to increase the size of your static mesh and with that your boundary box.
personally i'm doing a boiling liquid too, and i made a pot, and the inside of the pot (a second mesh, both made in 3ds max) that i used to stimulate the particles. I slipped the uniform scale of pot to the parameter uniform scale of the inside of the pot, in a relative parameter, so that way when i inscrease the pot, the inside of the pot increases as well. It's a procedural way of working. both my pivot points are at the small place as well so it works perfectly.
Then i adjusted the bounding box of my stimulation. It was at 5. and my uniform scale of the pot was now at 3. So i slid the parameter of the uniform scale of the pot in all three channels of the boundary box as well and added a +2 so the boundary box is always a little bigger.
hope that helps!
Hey hey! Yeah this video is quite old so I'm sure there's updated ways. While yes, scaling the scene does make things stable (I do it a lot for specifically bullet sims), my question is how is this different than just adding more resolution to voxel scale? With increasing the size of the scene, you're increasing the amount of VDB's, so why not keep the scene normalized and increase resolution?
Thank you!! First coming into Houdini I found volume loss to be super frustrating and time consuming to figure out but grid scale + particle radius scale adjustments seem to be doing the trick now
Awesome! So glad to hear! I used to have this problem a lot too and I saw there were 0 tips on how to fix it.
Very informative and very helpful. I have been trying to keep a volume of water in a bucket, but keep the processing low as I have an old PC. This might do the trick! Thank you!
Thank you very much. It's also very interesting that they have bad numbers by default.
Very nice and informative video! keep up the good work
Exactly what I needed. Thank you!
Thanks a lot Janks! Super useful
You have saved my day ! Thank you :)
Thanks! Super useful info.
good work john. I want to learn too. Everytime you with the pointer you should say where you are clicking.
really? x)
hey amazing video! Im getting this problem with the new Flip SOP setup that was implemented in houdini 19.5, I lose fluid / volume and tweaking the grid scale / particle separation doesnt fix it. Unfortunately particle radius scale isnt exposed in the flip sop setup so not sure how to solve this, but ill try the regular dop way that you are using
any ideas yet?
in 19.5 I've found that turning on "enforce particle separation" fixed it for me. It's in the flipSolver under the Fluid behaviour Tab. I also set the grid scale to 1.5 (flipContainer). Also, just FYI i left the other particle separation checkbox off in the setup tab
@@_incendiary i use H19.5.493 (apprentice version btw) and I dont have the "enforce particle seperation" option? My sim is still losing so much volume
Do you know where else I can find it?
@@gluttonium "Apply Particle Separation" under "Particle Motion"
see my comment, on wait this was two years ago aha, oh well
You made my day! Thanks!
Brilliant thanks for bring up
Hey thanks for this! Helped a lot!
Brilliant! Thank you!
Thanks a lot!