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Showing results for tags 'bottle'.
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Hey everyone! I am in the RnD Process of having a bottle filled with water crash to the floor. I have set up the Bottle with Bullet and constraints. Which works fine. Also the FLIP Fluid without Bullet works fine too obviously. Now if I merge the whole stuff the first few frames mostly work well. But the moment the bottle crashes to the floor the Bullet Sim kinda gets horribly explosive. I tried different flip collision method, yet they do not pick up the very thin bottle geometry. Any ideas on how to make this work properly? Or should I just sim both things one after the other? Assuming the water would not have an massive effect on the behaviour of the Glass? Thanks so much for any help in Advance! Hipnc attached. WaterInBottle_003.hipnc
Hey guys, I'm extremely new here, and have just been experimenting with Particle fluids and Ocean FX. I'm now trying to achieve a Wavy Ocean effect inside a bottle (eventually it will have a boat on the water) but i'm lost for how to get the Ocean FX to be contained within the Bottle mesh. Could anyone recommend any resources that could help, or push me in the right direction? I have managed to get a FLIP Fluid form Object in the bottle, but the particles slowly leak from the mesh at two points in the mesh. Any help would be great.. Thanks!
Hi,everyone. There is a problem i really haven't pay attention to before. I put some water in a glass, the glass was a static object with vdb colision. The water in glass seems not quiet at all, and the water volume was decrease over time even the particle total number was remain unchanged. Is it be a flipsolver problem? and any way to improved? Thanks! water_in glass.hip