This should be the standard first go to YT Tutorial for everyone learning houdini flip fluids! Best one for beginners. Really. Thanks for that Content, Christopher
Killer tutorial. Always refreshing to see folks use houdini in more creative, mo graphy ways like you do, as opposed to the super technical vfx route with kinda boring results. Much appreciated dude
Just doing simple "eyeball analysis", it actually seems like the "gravity" node is the multi-threaded one and "popforce" isn't ... the gravity node makes all 24 cores of my i9 12900K start jumpin, but popforce doesn't ... however, take that with a whole spoon of salt, lol, performance is an incredibly nuanced topic and there could be (and likely is) a lot more than meets the eye. One possibility is that popforce is just really efficient and scales across cores/threads better or perhaps computes and caches part of its work and releases cores it doesn't need, etc etc ...
good catch, i might want to ask the devs about this. either way, pop force is a lotttt more flexible. ill check in and see what i find out! thanks for this
41:47 thanks for showing that thing where popforce affect correlating particles and sources with id attribute. a question if i may, i noticed that the enumerate node was not part of the source id network, why does it still read the id? (i'm commenting as i see this, i haven't tried it myself in houdini)
great question and good catch, this was a mistake on my part for sure. i would assume that by default if theres no id attribute it just uses the ptnum attribute, which outside of the dopnet wasn't changing at all, so it would still read consistently, but i'm not actually sure! whatever, it works anyway, houdini saved me in that instance from my own stupidity :P
@@chr1st0pher haha so it will remain a mystery, but it makes sense, i guess. thanks for the answer and thanks again for this video, it really helped me understand houdini a bit better. cheers.
i dont really, but i usually use the flip dop source. it's pretty forgiving. if you have higher particle sep on your source than your sim, flip will just handle it. if you have reseeding on it will remove points. if you have it off it will still keep all those points. i definitely would recommend using the flip dop source most of the time, play with reseeding on / off if you are adding extra particles with a scatter or somethign to see if it helps. you could always increase the particles per voxel or bandwidth on the reseeding tab.