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There are also some optional solver settings: Turn off Advanced ▸ Enable Particle Narrow Band. The FLIP Solver SOP is the simulation’s core element, and you only have to change one parameter:Ĭonnect the first three inputs with the three outputs of the FLIP Collide. Through the FLIP Collide SOP honey spoon and ground object can interact with the fluid:Ĭonnect the first three inputs with the three outputs of the FLIP Source.Ĭonnect the fourth input ( New Collision Geometry) with the Merge node. Set Additional Velocity to 0,-1,0 to create a downward fluid stream. The FLIP Source: Velocity SOP node creates the fluid based on the FLIP Container settings:Ĭonnect the first the inputs with the three outputs of the FLIP Container.Ĭonnect the fourth input ( Geometry to Source) with the Sphere. For a more rigid behavior, increase the value. The honey’s Viscosity in this scene is 2000. Turn on the checkbox and enter a value of 150. Surface Tension contracts the fluid and smooths it. Make sure that the particles don’t touch the domain to prevent them from being deleted.
#HOUDINI VISCOSITY INDEX PLUS#
Size should only enclose the fluid plus an adequate buffer to keep the simulation’s memory footprint as small as possible. A value of 0.008 creates a sufficient amount of particles. Since the source object’s Sphere radius is just 0.125, Particle Separation has to to be very small. Particle Separation is responsible for the number of voxels and particles.
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The rule of thumb is: more particles mean more details, but also longer simulation times and more memory usage. The FLIP Container SOP node defines the simulation domain’s size and properties, as well as the number of particles and voxels. The entire simulation setup consists of a short node chain. In this project, the FPS method was used, because it produces a slightly smoother fluid. In fact there’s a small difference between changing Time Scale and FPS. This can also be done in the Global Animation Options… by setting Animation ▸ End to 380. This has the same effect as setting the solver’s Time Scale to 0.5.įinally, define the overall length of the simulation. When you replay the simulation at 25 FPS, the fluid’s speed will be halved. Another option is to alter the simulation’s frame rateĬlick the Global Animation Options… icon in the lower left corner of the GUI to open the settings. One idea is to use the FLIP Solver SOP and decrease the Quality ▸ Time Scale value. Another aspect with very slow fluids is that you often see a flickering effect with the particle fluid surface. If viscosity is too low and flow speed too high, the fluid can’t form the typical layers, melting into each other after some time. It’s important to find a good balance between viscosity and flow speed. Timing plays a central role in simulations with viscous fluids. Both objects are now treated as a single object by the following nodes. You can use a Box SOP node and scale it with another Transform node.Īdd a Merge SOP and wire the honey spoon and ground nodes to its input. You can position, scale and orient the object through a Transform SOP node.Īdd a ground object.
#HOUDINI VISCOSITY INDEX FREE#
The honey spoon is a an object of revolution and you're free to model a shape to your likeness, but make it big enough: in this scene, the spoon’s length is 3.5 m. From there, create a Geometry SOP node and dive into it. On obj level in the network view, press ⇥ Tab to open the TAB menu. Please consider the increased scale when you apply a shader. To get a sufficient amount of particles, the objects should have an adequate size. On the other hand, the quality of the FLIP viscosity solver also allows for small-scale simulations. Scale is always something to consider with FLIP, because this fluid type is mainly used for large-scale scenarios like rivers, waterfalls or oceans. The example setup contains a ground object and a typical wooden honey spoon.
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