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FLIP Energy transfer?


shawn_kearney

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That would probably work, although I have found the POP collision node to be unreliable with FLIP if your particle count is changing rapidly (like if you have reseed on). You may consider using a sop solver with the "xyz distance" node to make your own collision detection.

 

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you can do this after simulation also

 

drop a wrangle, connect the same cache with a 1 frame offset to second input

vector oldspeed = point(1,"v",@id);    \\get the previous frame point velocity vector

float speed1 = length2(@v); \\ measure current speed

float speed2 = length2(oldspeed); \\ measure previous speed

f@ratio = abs(speed1/speed2); \\ get the change ratio

 

basically, if the ratio is 1 then speed hasn`t changed and vice versa, or sth like that

 

 

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2 hours ago, KarlRichter said:

Ahh... For non-Newtonian you may want to look at pressure. You can turn the pressure field into a particle attribute by using the "gas field to particle" gas microsolver. Then use that to drive the viscosity or something.

See attached for a quick example.

pressure.hip

wait. the what to WHAT?

Oh this is going to get fun. :) I knew that there was something like this, just wasn't sure how to get to it! THANKS.

Edited by shawn_kearney
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