Archived post by mattiasmalmer

Made us a very basic COPS 2D fluid solver. For funsies i made it uv island aware so it can flow over the 3d thing.
github.com/3Dmattias/Houdini_Escapades/blob/56b96a34d856d56c8d344e2cba7e24c18290222e/hip/COPS_FLUID.hiplc

related question. when i make an invoke block in cops is there a way to do that more like an actual solver so that i only have to update one iteration per frame (instead of running all previous framse up to the frame Im on)

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Archived post by paqwak

I stashed the low version of Disney cloud (I use the full one for the test -> solaris), and the grid too so you see at least something in Hou. I don’t know much about properly link karma render to copernic so yeah I just saved the 2 render files. Don’t judge the opencl code, it’s build with chatgpt. Beside you can probably render the effect directly in cop, but again no clue how import a point position, so I solve it in vex. Feel free to correct my crap :O)

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