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.
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)
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.
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?
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.
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 ?
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
ua-cam.com/video/fzt_U2TV7Og/v-deo.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
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.
How the hell do you learn this without a CG Forge class?
Prayer, pain, and patience 🙏
@@cgforge taken notes :D
Great tutorial. Thanks!
very nice, thanks!
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)
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.
Explained very well. Saving up for the course
Thank you Hercules!
awesome!
these all are so good! thanks))
Thank you Bush!
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?
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.
nice one, thank you! :)
awesome!!!!!!!
I hope the next houdini They fix this solver. There are a lot of annoying things
Great lesson. Thank you. Is this different than built in Stick on Collision in FLIP solver?
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).
@@cgforge Thank you.
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 ?
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
@@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
Totally! I'll experiment with it and teach it if I find an ideal workflow
whats the scale of your scene ?
I believe it's pretty small. I looked up the size of a tiny fountain and made sure it matched
ua-cam.com/video/fzt_U2TV7Og/v-deo.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