In October (2012) I started a workshop to learn the basics of Houdini.
In the seventh week, we learned about FLIP Fluids and took a closer look at the viscosity attribute. The assignment was to combine FLIP Fluids with something we learned in the previous weeks. I thought of letting a viscous fluid push through some cracks which were created with the lessons from the week before.
(If you want to see how the cracks are set up, go have peek here
To get the fluid come from the cracks, the geometry of the cracks is imported to another geo-object. The groups created by the Extrude SOP in the original geo are used to delete the surface polygons. Then everything which has an anim attribute low than 0.5 (see other video) gets deleted. Points are scattered on the remaining mesh and are used as the source for the fluid.
Selecting the points, the Emit Particle Fluids shelve tool is selected and the AutoDOP gets set up. In the AutoDOP the 'source_surface_from' gets replaced by the 'particelfluidemitter'. We learned that for a more basic fluid setup, that is more than enough and gives control as you would have in a Source POP in a PopNet. Last but not least, a Ground Plane and the original geo get added as collision objects as well as a box at the bottom to make sure the fluid doesn't go through the wall when it's piling up.

If you wish to look into this, feel free to ask for the file by sending me a message with your e-mail and I will send it to you.

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