Introduction to fluid simulations #1 | FLIP fluid tools - Houdini 18

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Oi! everyone, it's Wiki here, and in this  tutorial, we're looking into FLIP fluid   simulations with particular attention to 2 shelf  tools FLIP fluid from object and emit particle   fluid. I split the tutorial into three parts to  make the navigation easier: part 1 explains what   FLIP fluids are and how the networks work; part 2  looks into setting up colliders including static,   animated, and deforming objects; part 3 shows  how to add additional forces to the simulation,   such as, POP Wind or POP velocity. Before starting  this tutorial, I'd recommend watching my other   videos on how to set up your scene for simulations  and understanding liquids for dynamic simulations.   They will give you a further understanding  of the topic and also make this tutorial much   easier for you. But without further ado let's  start! Please keep in mind that I'm using the   technical desktop and I've already prepared my  scene for the simulation so I'm ready to start.   But before we create anything let's have a look  at the shelf tools that we have here in Houdini.   So the first tab is called particle fluids and  we can find a lot of useful shelf tools here,   they are all basic FLIP fluid simulations  plus some tools for adding parameters,   forces, and effects, such as viscosity, suction  force, or white water. Today we'll be looking at   FLIP fluid from object and emit particle fluid.  The second tab is called viscous fluids and this   is very similar to the previous one with the only  difference that these shelf tools give us some   additional parameters. So some parameters are  already set up for us, such as for example   temperature for lava from objects. So you could  use these tools and then add parameters yourself   and switch them on but instead of doing that  you can just use these shelf tools which are   already set up. And the third step is oceans,  but part of these are not FLIP fluid simulations!   Some of these are just deforming planes that  can be used to fake large oceans or large   surfaces with liquids. It's far more efficient  and also it's a clever way of faking huge oceans   and only simulating a small part of the scene.  We also have colliders, of course, that we'll   use today to add collisions to our FLIP fluid  simulations. The tool we're going to use first   is the FLIP fluid from object and when you hover  over you will see that it creates a FLIP fluid   object from SOP geometry. This means we need  a SOP geometry first, so the surface operator,   and it's nothing else than just simple  geometry. So let's create it. Let's go   to the TAB menu and type "geometry". Okay. And  let's zoom in and rename this one to "Pig_geo". I'll now dive in and in here, you might  have guessed, I want to create a pig   head. Okay, so test geometry / pig head. Let's  drop down this node and as you can see pig head is   quite detailed but for simulations, we do  not need that much detail so what I will   do is change the difficulty to easy and this  will get rid of the shader and also reduce the   detail on the geometry itself. All right,  so now I want to create a transform node.   Let's display it select it and I will zoom  out because I want to move the pig head   up. So you can switch on show handles and now  you'll be able to do that manually in the viewport   or you can use these values, so for example type  6 in here to move the pig head up. All right,   let's drop down the last node in  our network, this will be Null.   Make sure to display it and we'll rename  this one to OUT_pig. Okay, so now we have   our three nodes the pig head, the transform  node, and the out null which is displayed.   Let's go back to the object level now and we're  going to use this node, this shelf tool, for the   very first time. So what I want to do is click on  the gray background to deselect everything, I do   not want to have anything selected in my network,  now I'll click on the FLIP fluid from object and   it will give me some tips on what I should do  next. So it says "select object to convert into   a FLIP fluid" so this will be our pig head. I  select it in the viewport "and press enter to   accept selection" so I press enter with my cursor  still in the viewport. After a while, you will see   that the pig head disappeared and now we have  a lot of dots here which are the particles. So   it's similar to the representation of liquids in  physics. So you can see here that the tool turned   our geometry into a cluster of particles so it is  mainly a particle simulation with some aspects of   grid volumetric solver. So we can use these two  aspects to combine both particles, so for example   fluid liquids and volume, so for example white  water which you can use for foam or splashes. Let's go to the object level now and let's have a  look at the new nodes we have here. I will press   "H" to home all to see all the networks. Okay,  and let's place them in order so the first one is   pig geos - this is our source, this is the pig  geometry created and you can see that it's hidden   so we can display it if we want to see it. But  we want to see the particles so this one is not   displayed. Then, we have particle fluid interior.  Okay, so this is our pig geofluid interior let's   dive inside and you'll see that nothing important  really is happening here for us. There's nothing   we can change so we just have a simple object  merge node and you can see it merges pig geo fluid   render with this merge node. So we're  not going to change anything here yet.   Let's go back to the object level and we can even  hide it if we want to. Okay, the next node is the   green one which is called AutoDopNetwork, so the  dynamic operator network. Let's dive inside and   you'll see that in here we have a lot of  nodes new nodes and everything that we do   with the simulation, so whether it's adding  forces or adjusting colliders, will be   most likely in here. So let's go from the top, the  first thing we have here is called FLIP object,   and let me just scroll up to see the options. So  in here, we can change the quality of our liquid.   So we have the first thing called particle  separation and the particle separation is the   distance between the particles. And if I increase  that distance you will see that we will fit   fewer particles inside the geometry. If I  decrease that distance you will be able to   see that we have a lot of particles. So we managed  to put more particles inside the pig head geometry   which means we also have more detail. So you  need to adjust this value for your simulation.   For tests, we usually use quite high values, so  maybe 0.07 so this is low enough so high quality   enough to see what's happening with the liquid  but then it will not take ages to simulate.   Okay, and then, once you have your simulation  ready, you can decrease that value to increase   the quality and cache it, and render it out. The  next thing we have here is the grid scale and as I   already mentioned FLIP simulations consist of two:  so particles and grid solver, so you can see here   that we have the particle separation and the  grid scale. And the grid scale is multiplied by   particle separation to determine the final quality  of our simulation. And the best way to visualize   that is to scroll down, go to guides, okay,  then switch on collision, switch off particles,   okay. I'll just zoom out and now when I  play it, you'll see this huge box here okay.   So what we want to do is visualize it as grid,  so let's go to the tab called collision over here   and switch on use plane, and now when I play the  simulation, you will see that we have this plane   with that number of boxes and this is our quality   also the quality of the simulation. So now if  i scroll up and change the grid scale to one,   now I need to go back to the  very beginning and play it again,   now you will see that we have a higher number  of boxes so it's higher quality. So sometimes   for colliders you'll see it later we'll have to  adjust the grid scale and the particle separation   okay but enough about it for now we'll come back  to it later so let's go back to our collider   switch off use plane go to visualizations and we  want to switch on particles switch off collision   okay let's see if it looks like particles  brilliant so now when we play our simulation   we can see that the particles go down  as they should and then after some time   they disappear here we go so you can see that here  when they exit this box they disappear this is the   bounding box so this is the area within which our  simulation is solved everything outside this box   is not calculated it is a very uh clever  efficient way of creating simulations so   we can just ignore everything that is outside  and only focus on the simulation itself so we   can adjust this box um in several ways first  of all again in the same note i just scrolled   up we can switch on something called closed  boundaries and now when i play the simulation instead of disappearing our particles actually  collide with the bounding box however we need   to wait quite a long time for the particles to  reach this side of the bounding box so let's   adjust the size of of this bounding box to do  that let's select flip solver so click inside   on this brain icon so do not oops didn't want  to do that just click once do not display just   click click once to see the uh parameters and flip  solver is the solver the brain of our simulation   everything is solved calculated in here without  it the simulation wouldn't work okay and in   here we can when you select it we can see  that we are able to adjust the boundary   box so the bounding box changed color to  red and now we can click on these walls   drag them to adjust it if you cannot do it  make sure you have show handles displayed   selected adjusting the bounding box is very  important it allows you to work more efficiently   it makes your simulation more efficient so now  let's see what happens when i play it okay so   again it interacts with the ground the particles  interact with the ground and also with the walls   if i go back to our first node flip object  let's select it you can see that next to close   boundaries we have x y and z okay and what do  these mean uh well we can open one of these walls   by switching off uh one of these axes so if we  want to switch off for example the right wall   so let's have a look at our axis this will be  x plus so the positive x so if i just untick it   now you'll see that the liquid will interact  with all the walls apart from this one over here in our flip object we can also adjust physical  properties of our liquid so let's go to the   physical tab scroll down and here you can see we  have several physical properties such as bounds   friction temperature density viscosity that  we can change for our flip fluid some of   these however will not work straight away such as  viscosity we would need to switch it on separately   but i'll do another tutorial on that let's now  go to the next note so we already discussed flip   fluid from object we discussed flip solver now we  have just merge because we might need to have more   things plugged in here then we have our forces  for example gravity and we can adjust the gravity   force by adjusting these three values so at  the moment it's very realistic because it's   minus 9.8 and so on but i can reduce it and now  you can see that the gravity force is much lower   okay i can also reverse gravity so for  example 9 or even changes direction once we're done and we want to go back to the  default value right click on words as force   and just click revert to default and finally our  last node is the output so we can save here our   simulation as dot sim to disk and then import  it in another software or houdini as well all   right so this is our auto dop network let's now  go back to the object level and let's see what   last group we have here and this is the network  that is used for final uh processing of our   simulation of our geometry of everything that is  happening in the scene so this group creates our   scene ready for rendering so we have some import  fluid compress cache nodes where we can cache our   simulation to make the rendering faster but  we also have something called particle fluid   uh surface so let me just display it and now  you can see that the particles are meshed   so before we had points we had particles now  we have an actual mesh that looks more or less   like liquid like what we will see in the render  okay so this is how the flip fluid works it   first creates the particles and then in the final  step it meshes them so that we can see the actual   surface of their liquid let's now make sure that  the display flag the blue flag is on this node   over here dub import and the purple flag is on  the render and let's go back to our object level   one more thing that i didn't show you  in autumn network so let's dive in is something called time scale so in our flip  solver we have a lot of different options   we can adjust quality here we can change  how the particles behave and how the whole   liquid behaves we can add more parameters here  such as viscosity uh density and so on and so   forth but the one that we can use now is called  time scale and time scale allows us to control   how fast or slow the simulation is happening so we  can slow down the simulation to create slow motion   or speed it up you can use that for example  for large simulations if you want to create   waterfall it will seem to move much  slower than for example tap water   so if i decrease that value to for example half  and play it now we'll have half of the initial   original speed of our simulation  so it will appear much slower okay if i increase that value however it  will be three times quicker than the original   all right and again let's right click on the  time scale and revert to defaults and we can   save our scene control s okay so now let's have  a look at our second tool which is called a met   particle fluid and for this one when you hover  over you will see that it emits fluid into a flip   simulation and again it will need a geometry that  the particles will be emitted from so let's go   back to the object level again and next to our peg  geometry i'll drop down another geometry network this time i'll rename this one to emitter geo   let's dive inside and in here i just want to  create a simple sphere so for simulations emitter   and the quality of the emitter the shape of  the emitter also is very important because   uh the whole simulation will take the shape of the  material this is our initial state so instead of   using a simple sphere we'll add some more noise to  it first of all let's change the primitive type to   polygon mesh because that's what we need for the  simulation and now we'll drop down a mountain node   make sure to display it and now i can increase  uh the height and the element size so i can just   distort our geometry slightly and i can  see that the quality of the geometry is   a bit too low so i'll go back to the sphere  and increase the number of rows and columns go back to the mountain node okay that's a bit  better alright so this is our emitter so now i   want a transform node so that i can move it  up display it again you can use either the   values or you can move it using the handles and  i'll put it on top of the pickhead and move it   well i don't want to rotate it so i'll just use  the values i'll move it slightly to the right to   the left just for now and now i want to create no  just to finish my network display the null rename   it to out emitter all right so the sphere the  mountain node the transform and the emitter null   let's go back to the object level and now  again i deselect everything click on the gray   background and now click on emit particle fluid  so the first step is to select object to emit   fluid from so this is our emitter geometry so  let's select it in here and press enter and now   the second step is select a fluid object to emit  into if any so we have another fluid simulation so   we can combine these two simulations by selecting  our second simulation and you'll see that when   i select it in viewport when i select it here it  will take me straight to the flip object okay so i   selected in the viewport and press enter again and  now you'll see what happens in our autodop network   so we have our initial original pickhead so fluid  object but we also have something called source   surface from emitter geometry and this is or the  original name of the node volume source this node   uses the information from our geometry and then  uses it to emit particles from it and you can   even see it here that the sub path leads  to our object emitter geometry out surface   okay but we did not create anything like  outsurface so let's see what happened here   let's click on this icon here so that we can  jump to our network and we are definitely in   the emitter geometry network we have our sphere  the mountain node the transform and the null but   now we have several other nodes in here so let me  zoom in so that we can see the sphere and now you   can see that the sphere is made out of boxes these  boxes are called voxels so these are 3d pixels so   our sphere our emitter is now turned to volume so  these voxels if i switch on display create surface   and in here we have something called voxel size  so this is similar to particle separation the   lower the voxel size the more quality we have here  the more details we will see however you can see   that it's green which means we cannot change this  value it's linked to somewhere else or is keyframe   so let me just expand that and  click on where it says voxel size   to see its path okay so you can see that it  multiplies something in autodub network and   something else in autodub network so these two  are multiplied so the first is particle separation   and the second thing is grid scale so again  you can see that flip fluid combines particles   and volumes so the voxel size is determined so the  quality of the emitter is determined by these two   values particle separation and grid scale which  we can adjust in our autodop network so right   here in our flip object so particle separation and  grid scale all right let me go back to our emitter   so this will change automatically when you change  either particle separation or grid scale but you   can also adjust this value manually if you want  to you just right click on where it says voxel   and delete channels and now you're able to adjust  this value manually and you will see that when i   increase this value we have less voxels  so lower quality if i decrease this value   will have more voxels so smoother emitter more  quality but let me just revert that to defaults   actually undo that so that we  have our link in here brilliant and remember to change the display flag back to  out surface and let's go back to the object level   again okay now i want to hide the emitter geometry  so that i can see the particles and zoom out and   play the simulation to see what happens okay  so why can we not see anything happening   here well this is because of our bounding box so  let's go back to the auto dop network select the   flip solver and now you can see that the bounding  box is tiny so we added another simulation here   we need to expand our bounding box okay so  let's expand it and now let's play the sim again so now you can see what the main difference  between these two these two shelf tools is   the first one turns our geometry into flip  fluid so we do not add any more particles to   our simulation over time whereas the second  tool emit particle fluid emits particles   on each and every frame so we'll be adding more  particles to our simulation so to be fat these   two are very similar the only difference is that  this one emits something this one just creates   something on the very first frame and then doesn't  add any more particles to the simulation and when   i place the simulation you can also see that these  two liquids are in the same bounding box and they   also interact so it's a nice easy way of combining  several simulations flip simulations so flip fluid   from object and emit particle fluid so if you  want to adjust the physical properties of this   emitting liquid simulation you also do it in flip  fluid object however if you make any changes here   it will apply it to both simulations so if you  want to have two simulations for example mixing   liquids with different viscosity or density you  will need to use something called multiple solver   so it's a slightly different thing but that's a  topic for another tutorial okay guys so that's it   in part one now i invite you to watch part  two which is adding colliders see you soon
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Channel: VoxelFX
Views: 6,238
Rating: 4.9523811 out of 5
Keywords: houdini, sidefx, animation, SOP, H18, animated, simulation, shelf tools, dynamic simulations, easy tutorial, Houdini 18, Hudini, VFX, sim, enable sim, disable sim, set project, project folder, tutorial, FX, learn, beginner, introduction, FLIP, Flip fluid from object, emit particle fluid, colision, collider, animated collider, collider not working, liquid going through, POP wind, wind force, POP velocity, adding velocity to liquid
Id: UQXS12sj9IA
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Length: 23min 51sec (1431 seconds)
Published: Tue Feb 09 2021
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