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About WhyGee

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  • Name Why Gee
  • Location Israel
  1. Hi, I've searched through the forum and couldn't find an answer so hopefully this isn't a recurring question that I've missed. Attached is a simple scene with a rigid body flying onto a piece of cloth. When the rbd is set to volume collision, it works fine, when it's set to surface, the collision is ignored. Is this a limitation or have I done something wrong? I have done other tests where cloth falls onto an inactive rbd surface collider which worked. Once it has become active and started moving, the collision was ignored either completely or was not correct. The reason I insist on surface collision because in the actual project, there is also other type of dynamic interactions along with particles and flip involved and I need surface collision information on the particles. Perhaps a workaround would be if it's possible to have the same rbd sim interact as a volume for some dynamic objects such as cloth and as a surface for particles and flip. (the flip does affect the rbd, so splitting the sim is not desired) Thanks in advance, Yaniv active_rbd_surface_cloth_collision_test2.hipnc
  2. I agree this effect should be much more straight forward. Thanks for the hip, I'll have a look now to see how it behaves in my scene. The previous file tends to get worse when the sim resolution is finer so I hope your setup will work. Cheers Yaniv
  3. sure collisionWeights_v001_jlim_fill_test1.hiplc
  4. Hi again, I've ran both setups and there is still an affect on the fluid as it passes through. I've tried playing with the thresholds but unable to get rid of this behavior and it ruins the smooth stream as expected if the container was actually opened at point of entry. Included is a preview of what I mean. If you have an idea how to fix this it would be great. Otherwise looks like the 2 stream approach is going to have to do. Thanks alot! Yaniv fill_test_v1.mp4
  5. I think I've found where you've integrated cWeight. I'll try to add this to the new solver hopefully I didn't miss any other changes. Thanks again.
  6. Could you please explain what you've changed inside the flip solver? It seems to be from pre-H16 and I'd like to re-implement it in the new version's solver. Thanks!
  7. Thanks so much guys! Really helped me out on this one Cheers Yaniv
  8. looks promising galagast! Ill check your scene file first thing tomorrow. Great forum, very helpful! Yaniv
  9. Nice tutorial Atom thanks alot! Alejandro that sounds like its tge control i was looking gor. Ill give it a shot in the morning. If u find the setup file that would be amazing. Appreciate all your help guys. Cheers
  10. Perhaps I wasn't clear on the intention but that's not the effect I'm after. Hopefully the attached masterpiece drawing will explain better. I don't want the fluid to flow around the collider, it should pass through as if it doesn't exist, and only collide from within. Maybe you know of a way to turn flip collisions on or off with a group or based on a per particle attribute? That would pretty much solve the problem I'm having. Btw maybe a different kind of topic, but even though flip can collide with surface rather than volume colliders, it doesn't seem to "fill up" the container if it's set to surface. Is that a known limitation? Thanks alot for your help, much appreciated! Yaniv
  11. Thanks Atom, that would be a last resort solution. I'm still looking for a solution that would allow a continuous stream, splitting it up might be a little time consuming for the time I have on this little project. Worst case I'll jump into Realflow as much I'd like to avoid it Thanks again! Yaniv
  12. Attached is a simple scene. It emits fluid but behaves strangely when it gets near the collider with the invert sign on the SDF. I would like to pass through the "back side" and collide internally afterwards. Thanks pour_test1.hiplc
  13. Hi Atom, thanks for the reply. I've tried this, but since my emitter is outside of the SDF, it prevents it from emitting any fluids. Any idea why this is happening? I'll try to create a small example file soon. Thanks again Yaniv
  14. Hi Im trying to achieve an effect where a fluid stream could enter a completely closed container and only collide on its internal walls. I guess if there is a way to control collision detection on a per particle level that could do it but i havent managed to find a way to do that. Does anyone have an idea how this could be done? Thank you!
  15. I've noticed that the cloth thickness visualization might be misleading if the cloth object is referencing geometry with a transform scale != 1. Almost as if you need to compensate the thickness by multiplying by the transform's scale. Can anyone confirm this? Thanks