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Modifiying Geometry/Point Attributes


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#1 3dbeing

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Posted 13 April 2012 - 01:34 PM

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?
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#2 3dbeing

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Posted 13 April 2012 - 01:45 PM

Got it.

Flip Solver + Sop Solver + Multi Solver
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#3 ChristianW

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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.

#4 portdusk

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Posted 14 April 2012 - 02:42 PM

View Post3dbeing, on 13 April 2012 - 01:45 PM, said:

Got it.

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!

#5 sanostol

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Posted 15 April 2012 - 11:22 AM

it is not a sopsolver at SOPlevel, instead use it in dops
add a multisolver, and plugin the flip first, then the sopsolver, connect the flipobject to the multisolver
that should do the trick

Martin
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#6 ChristianW

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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.

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Edited by ChristianW, 16 April 2012 - 02:20 AM.


#7 portdusk

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Posted 17 April 2012 - 09:45 AM

View PostChristianW, on 16 April 2012 - 01:46 AM, said:

You can just plug it into the post solve...
Not sure if it's any faster, but it's one less multisolver.

Thanks Christian and Martin! My viscosity attribute updates perfectly now!




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