CS 655 final: Fluid simulation in Houdini notes
- When moving Maya assets (as OBJs) into Houdini, you need to scale at 0.1.
- Do NOT touch the height of flip tank fluids (the actual particles), for this will lead to pain and suffering. Instead, move your objects to the requisite height.
- To get the handles back on your wavetank object inside of the fliptank_initial node, click the Show Handle button. You think this would be obvious, but I spent way too much time trying to figure out how to do this.
- You're probably going to have to crank up the resolution of your collision geometry to be really high if you want it to stay on a track. This will not be very nice.
- Adding a Point Velocity in front of a FLIP create_surface node can change the initial emission speed of your fluid pretty easily.
- Render preview will ALWAYS slow down simulations. Turn it off until you reach your desired frame, or else it will start rendering like all of them lol.
- Adding ripples to a FLIP tank: A Wind Force is going to be a lot better than a Fan Force. I would recommend wind forces, as they will also get you nice wavy patterns underneath your water.
- To focus on an object, hit Space + G
- Flip fluids are EXTREMELY VOLATILE and difficult to tame.
- The best process for art, for me (both 2D and 3D), is ITERATING. Render something periodically, even if it sucks, that at least has all the features.
- For RBD Static Objects, use Surface Collision detection for custom-made geometry. I could have saved myself SO much time on the DAND fluid sim if I had realized this!
- Whitewater creates a separate DOP sim and thus NEEDS ITS OWN COLLISION GEOMETRY!
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