Hi we are creating an animation where kitchen is flooded. Then we will have cartoon characters jump into the water of a flooded kitchen, Any way to have just a thin layer of water and dont waste grid cells going all the way to the bottom. Thanks
Hi,
you can try to make the grid as thick as you want and fill the rest volume to the floor with some refractive geometry.
Using the ocean could help too!
New houdini narrowband flip is all about this
Quite kewl. Would be great to have it one day in phx. Doesn’t work for all types of sims, but for box like tank - splendid.
Thank you. I really hope Phoenix will get it soon too.
Hi Does ocean work with any renderer or just vray. we use octane to render Thank you
It should work, but if it doesn’t, ping us ![]()
Hey,
you can add a displacement to the plane but can not blend it with the simulator. So, why it’s so impossible to make a simulator 5 x 5 x 0.5 m for example?
… or keep the simulator the same size and just use a Phoenix ocean. Phoenix will take care of blending between the simulator and the ocean and then you can clip the ocean mesh with the V-Ray clipper to the right size. Or with a boolean..
hi it seems I cannot get it to work with octane render. Does it only work with v ray? Not sure how to match waves in the grid to the waves on the plane. Thank you
The Phoenix ocean will work only with V-Ray. Matching the waves from the grid to the displaced ones will be quite difficult in your case.
You can probably try with a bigger grid.
Thanks. I guess I just need to make a big grid side of the kitchen and a thin layer of liquid like it is a water surface because doing a full depth will be impossible.
Hey, the reason for this is because the Initial Fill up option so far works as if the simulator would be used for ocean simulation. Does the liquid still take long time to settle after you use this method: Chaos Docs
I will also add an option to disable the ocean function of the fillup in tomorrow’s nightly.
Cheers!
Ah, yes. I’ve tried to reproduce the issue but misunderstand the exact problem. Thanks, Svetlin!
Thank you all!
Hi We tried with your method and water seems to slowly go away not sure why. I attached the scene
liquid goes away bug.zip (208 KB)
Hi,
I see there’s a Consumed Liquid option set to 0.05. This would lead to liquid particles loss. Set it to 0.0 and try again ![]()
hi even with 0 liquid slowly goes away
If it’s about ~ 7- 10 prt. per frame, it’s a known behavior which is on our to-do list.

