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About Yundaz

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    Tony Yundaz
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  1. Organic cell growth Inside

    Hey there, I Have a setup going that I followed from the Entagma Patreon page. It's a cell growth system based on VDB's. and VDB analysis. I got it working so it's colliding with an object outwards. But what if I want a pighead for example and place the cells inside? Basically, how do I invert this setup so the cells grow inside an object and collide? I think I'm overthinking this one and I need some help here. Cheers! BubblePush_v3_odforce1.hip
  2. Flip Fluid Jittering when colliding?

    Hey pxptpw thanks for this, I liked your previous density and viscosity more which is more inline with what I need but it still Jumps (jittering) particles still act weirdly in that scene, especially when increasing the particle separation. seems like there is no way to fix it without having that effect going or not having such a viscous fluid.
  3. Flip Fluid Jittering when colliding?

    THE MYSTERY CONTINUES So I've used pxptpw setup and wanted to increase the particle separation for a nicer resolution result so it would flow better between the edges. It is definitely better than my first version when the fluid exploded everywhere but when increasing resolution jittering and noisy flip fluid is back!? How can I have a smooth clean sim with a higher resolution without noisy fluid and jittering artifacts happening? By the look of the next image, I'm starting to think that the flip fluid isn't detecting the collision very well. It starts to collide in a noisy way while there is nothing to collide with?... perhaps this is what the main problem is, I just don't know how to go about and fix that. Any ideas? In the gif here you can clearly see it, also in the left section between the geo the fluid is jittering really crazy. Alembic file download: https://www.dropbox.com/s/kyhzuiq7mh1sn7e/NoiseBuild_reduced.abc?dl=0 Hip file: Fluid_sim_Test9_solver_mod3.hiplc Thank you.
  4. Flip Fluid Jittering when colliding?

    Thanks, Pxptpw. I guess turning on the friction and bounce in particle motion behavior helped too. So my values in viscosity and density were way of I imagine. Is this mainly a testing and looking thing or are there some good rules/tips to keep in mind for setting up the Density and viscosity. Like viscosity should always be less then density or whatnot?
  5. Flip Fluid Jittering when colliding?

    Amazing, could you tell me what you did please? just so I'm not missing out and for future reference. Thanks alot.
  6. Flip Fluid Jittering when colliding?

  7. Flip Fluid Jittering when colliding?

    That seems to help yes, but still looks like the liquid is is dancing. (with slip on)
  8. Flip Fluid Jittering when colliding?

    Updated my files with the velocity on the collider turned off. However, I'm still getting weird artifacts in a more denser final alembic file. which is this one https://www.dropbox.com/s/kyhzuiq7mh1sn7e/NoiseBuild_reduced.abc?dl=0 Idea is that the thick fluid should fill the entire noise block almost like thick honey. I've tried stepping up the separation pretty high but even that didn't help ( 10 million voxels ) also tried playing around with the reseeding Surface oversampling to 60 which helped a bit but not much. I was hoping with the simpler (smaller file size alembic) I made, it would fix this one too but because its a lot denser it seems like not entirely. Anybody have any ideas left or know whats up? Thanks for your time and effort. Fluid_sim_Test9_solver.hip
  9. Flip Fluid Jittering when colliding?

    Thanks a lot for this Alvaro and Atom.
  10. Flip Fluid Jittering when colliding?

    Thanks for that, exported a flipbook with the file you send as a high sim. I'm still getting problems, perhaps the velocity is changing drastically when polycount is going up on an alembic ? Have a look at the video, its a pretty funny result but not what I was going for. Also added in the hip file. JitterProblem_02.mp4 ap_Fluid_sim_Test7_2.hiplc
  11. Flip Fluid Jittering when colliding?

    Hey Atom, Thanks alot for this! you the man. Would love to know how you got the Voxel Estimate inside the Flip object too. I'm caching this now and hopefully its all good now without the jittering occurring. I have a more denser alembic file top which I will test later with this setup. Question, So adding in the trail will compute velocity. So the fluid will interact with it more precisely ? or what does this do? Would you be so kind to tell me what reseeding does? I've read about it but keep hearing lots of different theories. Keep you posted.
  12. Hi there. I've got a basic thick viscous flip fluid simulation, problem is when it interacts with an Alembic with many holes the fluid seems to jitter alot and the sim seems to splash outwards. I reckon this is because of the change in the polygon count? This is my Hip file and the Alembic (hopefully not to big to be on this forum) if so I can upload it to dropbox. Hope you can help me out with this one. (also added a clip) Thanks, Y Fluid_sim_Test7.hip testAlembic3.abc JitterProblem_01.mp4
  13. Ink FX

    Two other questions I had is: 1 - if its possible to export this as an Alembic with the UV ? so it maintains the stretching etc ? 2 - The result looks a bit fuzzy (blurry) I've increased the particle separation by a lot to see if it would vanish but no luck with that. Is there anything I can do to have a sharp clean result image ?
  14. Ink FX

    Nice setup. Instead of using the Particlefluidsurface to mesh the sim how would I go about and transfer the Attributes which you've placed in the Particlefluidsurface (v vorticity rest rest2 Cd) And transfer that to a vdb from particles instead?
  15. Thank alot Sepu, Based on a few options I've come across another option by using an attributeVop and calculating the xyz dist. The point data seems to animate a bit smoother this way. FixedScatter.zip