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Found 2 results

  1. Hi, I have general questions about FLIP. For instance, there are splashes like an attached picture. If I want to change velocity or delete splash/spray, I think there are 3ways. The FLIP concept could make it tricky because FLIP contains particle and volume fields together. Thus, questions are: 1 - in general, if I want to change velocity or delete splash, do I need to modify the both of particles and field together? Or just modify one of them? 2 - It's kind of similar question as #1, but, when we use sinkFLIP and pump and sourceFLIP; 2a - pump seems to add velocity, but it's strange why source volume sets copy, and velocity sets normalized?? It should set source Volume none, and set velocity normalize OFF. Also, why don't we use pop node to change particle velocity directly?? 2b - sink seems to just kill particle, but why sourceVolume is maximum? It should be subtract although it's not exist.. And there is still surface volume exists after deleting particle... Can't we use just pop kill to remove waterVolume/splash? 3c - sourceFLIP looks just adding particle. I guess we can add velocity with particle together, then when it passes solver, it create water volume (surface field and vel field), then why don't we just use pop-source to add particle with velocity?? 3 - There is FLIP solver > particle motion > Droplets > and min/max particle Density. However, there is no density attribute. What density talks about and how they calculate density?? Thanks for reading a lot of questions!!
  2. Hey guys, I am current working on a water explosion effect/large splash, below is a video of where it is currently at: https://vimeo.com/69691104 I pretty happy with the way it is looking at the moment, but as you can see it is hitting the edge of the container. Instead of re-sizing the container what I am wanting to do is kill/reduce the velocities as they get closer to the edge of the container and I want it to fade down over a specific area. I can kill off the velocities in a certain area using a pump object which multiplies the velocities it interacts with by 0 therefore resulting in a velocity of 0. However this happens very abruptly (as soon as it hits the edge of the pump object). So what I'm wondering is, is there any way to add a falloff to a pump object or drag force's effective areas? Thanks
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