Awesome and clear tutorial, thank you! Is there any information out there on properly incorporating a Vellum SOP setup mixed in with the Flip SOP? Or is that something that would need to be done using a traditional dopnet? I've been able to use a cloth object from a Vellum sim as a collider for the fluids, but I'd also like to have the cloth shape influenced by the fluid i.e. a cloth with pinned corners that has fluid being poured into it, getting weighed down as the fluid fills up.
This is just a larger fancy dopnet presented for you in sop context. It can only be as fast as dops, or more likely a little bit slower as it has more tools a available to process
Hey, can anyone suggest how I might set up so the viscosity scales based on how close to the collider the particles are? For example, make it so particles within 1 voxel to the surface of the collider it becomes more viscous and clings so the surface. I read a paper from weta fx and thats how they get water to run over skin realistically in avatar way of water, I just dont know how to go about it...
Hey, I find that there are some options that can be optimized and a few minor adjustments which can help. For one, caching the incoming sources and colliders can help, as the conversions to SDFs take some time. As for the actual solver, I ran a Performance Monitor on it and it seems to be similar to an equivalent DOPNET setup in terms of speed. As for if that's always the case, I can't say for sure and I'd need to do more tests.
How do I continiously feed in changing viscosity? Lets say I have animated viscosity attribute In my experience, varying viscosity checkbox just reads current state of viscosity attribute and doesnt respect any changes going on
you would have to update it inside the solver. You could use a wrangle that reads your attribute from the sop level and applies it in the solver for example
Hi, do you mean animating it on the flip container? If so, I'd recommend rather animating on the boundary source that you're bringing in. A changing viscosity coming into the flip boundary is respected and is updated in the solver. Either way, both methods of animating the viscosity should work. If you mean adjusting the viscosity of the fluid that has already been sourced, then it would be done as @Cheezburges mentioned. I hope that answers your question 😊
@@NineBetween oh now I see how it works Yeah, I was talking about updating attribute for already sourced fluid, so gotta dive in solver. Thanks for the answer!
God bless you man!!!
Awesome and clear tutorial, thank you! Is there any information out there on properly incorporating a Vellum SOP setup mixed in with the Flip SOP? Or is that something that would need to be done using a traditional dopnet? I've been able to use a cloth object from a Vellum sim as a collider for the fluids, but I'd also like to have the cloth shape influenced by the fluid i.e. a cloth with pinned corners that has fluid being poured into it, getting weighed down as the fluid fills up.
This is just a larger fancy dopnet presented for you in sop context. It can only be as fast as dops, or more likely a little bit slower as it has more tools a available to process
Hey, can anyone suggest how I might set up so the viscosity scales based on how close to the collider the particles are? For example, make it so particles within 1 voxel to the surface of the collider it becomes more viscous and clings so the surface.
I read a paper from weta fx and thats how they get water to run over skin realistically in avatar way of water, I just dont know how to go about it...
Are these sop level flip solvers at par with dop level solvers in terms of speed ? . Last time i checked they were very slow
Hey, I find that there are some options that can be optimized and a few minor adjustments which can help. For one, caching the incoming sources and colliders can help, as the conversions to SDFs take some time. As for the actual solver, I ran a Performance Monitor on it and it seems to be similar to an equivalent DOPNET setup in terms of speed. As for if that's always the case, I can't say for sure and I'd need to do more tests.
How do I continiously feed in changing viscosity? Lets say I have animated viscosity attribute
In my experience, varying viscosity checkbox just reads current state of viscosity attribute and doesnt respect any changes going on
you would have to update it inside the solver. You could use a wrangle that reads your attribute from the sop level and applies it in the solver for example
Hi, do you mean animating it on the flip container? If so, I'd recommend rather animating on the boundary source that you're bringing in. A changing viscosity coming into the flip boundary is respected and is updated in the solver. Either way, both methods of animating the viscosity should work. If you mean adjusting the viscosity of the fluid that has already been sourced, then it would be done as @Cheezburges mentioned. I hope that answers your question 😊
@@NineBetween oh now I see how it works
Yeah, I was talking about updating attribute for already sourced fluid, so gotta dive in solver. Thanks for the answer!
@@vanity_ibex yep, that's what I wanted to achieve. Thank you!
I rather use the Dop net, better logic and flow of whats going on, these tendencies of Solvers Sop is not for me
This is worst sop Side FX released. Totally unintuitive.
🎉🎉🎉