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Hey pros, This sounds very basic but somehow i have lost too much time trying to achieve it. I have a character that is empty on the inside and i am trying to fill it up with fluid all the way. I have a sphere emitting particles and the liquid seems to be reacting correctly to the surface but as it pours it doesnt seem to go above a certain level. I have read about using divergence but everything i find online seems to use deprecated/now hiden nodes. I have tried enabling the “divergence” by attribute and add a pop wrangle with the divergence value but no success. I feel not so smart atm... could someone please post a hip for me? I cant seem to get it right.
I'm making an effect very much like this one from Entagma: https://vimeo.com/194277211 I've adjusted it a little and I noticed that some of the curves that get created collapse onto each other. I think it even happens at the very first frame. You can see that by the white parts of the lines. Those are the last created points. When two white parts meet, it means the curves collapsed and continues as 1 curve. What the setup does is it has a bunch of points as the active searching points. Each of these find target points in front of them and saves those in an array. Then a random point from within the array gets chosen and used to make the polywire. Sometimes, mainly at the very beginning, the searching points are close enough together so that they might find the same target points. This is where I believe the issue lies. What I would like to achieve is that I can check between the arrays on each of the points to see if they have similar target points and if so, remove those from one of the arrays. Or that when points get targeted by one searching point, they instantly get marked so that they can't be found again before the end of the timestep/solve. At this moment, I'm still trying to figure that one out. Any tips for this are much appreciated. Eckhart ObjectMaterialize.v005_00.hip