I'm using Flip Fluids and particle fluid emitter, and playing around with viscosity. I found at the very bottom of the flipfluidObject a checkbox to create a viscosity attribute, it says it creates and defaults to 1.
How can I change the point attribute inside dops?
Modifiying Geometry/Point Attributes
Started by 3dbeing, Apr 13 2012 01:34 PM
6 replies to this topic
#1
Posted 13 April 2012 - 01:34 PM
“Don’t ask what the world needs. Ask what makes you come alive, and go do it.
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#2
Posted 13 April 2012 - 01:45 PM
Got it.
Flip Solver + Sop Solver + Multi Solver
Flip Solver + Sop Solver + Multi Solver
“Don’t ask what the world needs. Ask what makes you come alive, and go do it.
Because what the world needs is people who have come alive.”
--Howard Thurman
Because what the world needs is people who have come alive.”
--Howard Thurman
#3
Posted 14 April 2012 - 02:06 AM
Well if you dive inside of the Flip solver you'll see that it's all just microsolvers connected to a multi solver. So you can connect your SOPSolver to the second or fourth inputs of the Flip Solver (I think, I don't have it in front of me).
Won't really do anything different, will just get rid of an unnecessary node.
Won't really do anything different, will just get rid of an unnecessary node.
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#4
Posted 14 April 2012 - 02:42 PM
3dbeing, on 13 April 2012 - 01:45 PM, said:
Got it.
Flip Solver + Sop Solver + Multi Solver
Flip Solver + Sop Solver + Multi Solver
Hey, I was wondering if you could go into more detail on that?
I'm trying to do a sim that has varying viscosity (by attribute). I've got the initial variation working, but the DOPs viscosity values aren't updating when I change them at the SOPs level. Any advice on how you used the SOP solver to control your viscosity attribute?
Thanks!
#6
Posted 16 April 2012 - 01:46 AM
You can just plug it into the post solve...
Not sure if it's any faster, but it's one less multisolver.
Not sure if it's any faster, but it's one less multisolver.
Attached Files
Edited by ChristianW, 16 April 2012 - 02:20 AM.
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