Houdini | Adhesive FLIP Simulations | Masterclass

Поделиться
HTML-код
  • Опубликовано: 26 ноя 2024

Комментарии • 28

  • @Handcraftedcc
    @Handcraftedcc Год назад +2

    I think the reason why the tangent scale seems flipped is because the forces of the microsolver slow down the water along the tangent. So if you turn down the tangent scale it means it will affect the water velocity less along the tangent resulting in it being faster.

  • @vfxskull6208
    @vfxskull6208 2 года назад +7

    How the hell do you learn this without a CG Forge class?

    • @cgforge
      @cgforge  2 года назад +6

      Prayer, pain, and patience 🙏

    • @Helios.vfx.
      @Helios.vfx. Год назад

      @@cgforge taken notes :D

  • @josephtynan7026
    @josephtynan7026 10 месяцев назад

    Great tutorial. Thanks!

  • @studionotwar
    @studionotwar Год назад +1

    very nice, thanks!

  • @mirkoventuri6660
    @mirkoventuri6660 2 года назад +3

    Hey, very nice! glad you explained it so well.
    Is there any difference from the "stick on collision" from the volume motion - collisions tab inside the flip solver? Other than having it out in a node by itself (which is probably more practical imho)

    • @cgforge
      @cgforge  2 года назад +5

      Hey Mirko, great question. It's the same exact thing inside the FLIP solver. You do lose out on the visualization, fields, and advanced tab though, (which might be useful to use at some point or another) so that might be a reason to use the stand-alone gas node instead of the built-in solver setting. But, that mostly just comes down to personal preference.

  • @marklin2372
    @marklin2372 5 месяцев назад

    awesome!

  • @Bolaway
    @Bolaway Год назад +1

    I hope the next houdini They fix this solver. There are a lot of annoying things

  • @herculesmare4209
    @herculesmare4209 2 года назад

    Explained very well. Saving up for the course

    • @cgforge
      @cgforge  2 года назад

      Thank you Hercules!

  • @OhioNPC911
    @OhioNPC911 9 месяцев назад

    You set max distance to 0.025 to get close to geo for water, wouldn’t be better to keep as close like 0.001 so you will get more realistic interaction between geo and water?

    • @cgforge
      @cgforge  9 месяцев назад +1

      From what I remember, the problem with a really close distance is that the sim will have a hard time grabbing particles to stick to the fountain. If a particle doesn't fall within that distance, then it will just bounce off the fountain and not cling to anything. You'll need to have many more substeps for it to successfully grab those particles, and that's not as ideal as setting a larger max distance.

  • @jirivalasek7644
    @jirivalasek7644 2 года назад

    nice one, thank you! :)

  • @bush9686
    @bush9686 2 года назад

    these all are so good! thanks))

    • @cgforge
      @cgforge  2 года назад

      Thank you Bush!

  • @antoniopepe
    @antoniopepe Год назад

    Isn't it better to make a custom forces starting from the collision mesh , make a gradient of the volume multiplied by the vdb sdf, import it in the dop and add it to the particle fluid vel by pop vop ?

    • @cgforge
      @cgforge  Год назад +1

      Hey Antonio, you could certainly go that direction, but you may want to consider the prebuilt microsolver just for convenience sake. With affecting the particles directly, you may run into some complications when the velocity field is compensating for particles that find themselves on the inside of collisions or leaking particles if it’s a thin collision mesh. But - I’m sure you could find a way that’s much more optimized because it’s going on particles.
      So, try it out if you have some time to experiment with it. I may do the same in another video as part of the bonus section of Fluids I.
      Cheers

    • @antoniopepe
      @antoniopepe Год назад

      @@cgforge thanks for your time Master. I had to watch your Fluid 1 course this weekend. it would be super cool if you can add it to the bonus video

    • @cgforge
      @cgforge  Год назад

      Totally! I'll experiment with it and teach it if I find an ideal workflow

  • @vanyakapetanovic4018
    @vanyakapetanovic4018 Год назад +1

    Great lesson. Thank you. Is this different than built in Stick on Collision in FLIP solver?

    • @cgforge
      @cgforge  Год назад +1

      Nope! It's the same exact thing under the hood, (minus some of the other parameters that you'll find in the other tabs of the microsolver).

    • @vanyakapetanovic4018
      @vanyakapetanovic4018 Год назад

      @@cgforge Thank you.

  • @BasicCGI
    @BasicCGI Год назад

    awesome!!!!!!!

  • @scaduxx9040
    @scaduxx9040 Год назад

    whats the scale of your scene ?

    • @cgforge
      @cgforge  Год назад

      I believe it's pretty small. I looked up the size of a tiny fountain and made sure it matched

  • @abdullaharshak.n7870
    @abdullaharshak.n7870 8 месяцев назад

    ruclips.net/video/fzt_U2TV7Og/видео.htmlsi=zuG1NbLq6OM6Iob3 I saw this vedio. He creates a custom stick attribute to dive the particles. I want to know that how to call the stick attribute inside dop network because in this vedio he is using sop lvl solver