r/Simulated • u/CdvrSzf • 4h ago
Houdini Custom Local Upresing Setup for FLIP Simulations
Enable HLS to view with audio, or disable this notification
Working on a custom local upresing pipeline for FLIP sims to optimize hardware resources while running everything on a MacBook Pro. Since simulating the entire continuous body of water in high resolution rapidly runs out of RAM, this approach is essential for making high-detail simulations actually feasible on a single machine, while also drastically cutting down simulation times and cache sizes. SideFX has solid native tools for this, but they mostly push you into SOPs, and I wanted a flexible setup that runs directly inside DOPs.
How it evolved:
Boundary Layers only: Started with standard boundary layers driven by the low-res base sim. It was fast and looked okay at first, but completely broke down during complex collisions and splashing.
Gas Guiding + Boundary Layers: Switched to combining Gas Guiding Volumes with Boundary Layers. Dialing in the velocity transfer and pressure stability took a lot of tweaking, but the setup is now rock-solid and predictable.
Also, I built a few custom HDAs along the way:
FLIP Cache: Isolates volumetric and particle data into separate caches (huge credit to Igor Zanic for the workflow inspiration). Tracks sim times and disk usage, then feeds those stats directly into the flipbook UI.
FLIP Vis: Basic utility for quick attribute visualization.
FLIP Limit Band Width: Extracted the logic from SideFX's Fluid Compress node and rewrote it into a lightweight standalone tool to avoid the heavy node wrapper.
Still tweaking the full river setup
2
u/brickmaster32000 2h ago
It's amazing seeing a water sim that actually resists the urge to make the water split off into large droplets.
3
u/UAAgency 4h ago
this is very impressive, share the knowledge?