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Showing results for tags 'inactive'.
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Hey there, I've encountered imo strange behaviour with my flip Sim. I got Liquid running down stairs. The Liquid should be a bit viscous so I introduced the attribute on SOP Level. For the collider I used volume collisions and a pretty high-res (.002 voxel soze on a 5m Stair) VDB to which I am pointing in my Static Object. When I simulated the liquid with f.e. 100000 viscosity (I tried values from low to super high) its just behaving like water. As soon as I decrease the resolution of my collider it works as expected, or If I increase the resolution of my Flip Sim while leaving the high-res collider as it is it also works as expected. My Question would be: Is there a dependecy between the resolution of the collider and the fluid? does a low res fluid not work properly with a high-res collider? I thought the more resolution on my collider (not too much to keep it efficient) the better. But it seems like that is causing issues -- in my case the solver ignoring the viscosity and the fluid splashing like water while showing correct viscosity values in the GEO Spreadsheet... Thanks in advance and stay safe!
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Hey guys, Is there a simple way to disable some particles from the simulation like i'd do with RBD? I have a set of particles inside a group and I need them to be stopped at same position but still interacting with the other particles. Does it makes sense? The group is animated I tried setting v=0 but it doesnt work as expected. I did another trick inside a sop solver to get the position from the previews frame so it stays static but then I cant use the resample. Im just wondering if theres a a simple way like like an attribute the would make them sleep. Cheers, Alvaro
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Hello, I am dealing with a particle sim and I need some way of optimizing it. This is the case: particles are emitted and falling on the ground. Once they fall on the ground they bounce a bit and then stop moving. In this simulation I need to emit a lot of particles so it goes slow after a bit as particles accumulate fast on the ground. However I don't need to simulate those particles on the ground anymore, but pop solver simulates them all. Is there some sort of equivalent of @active attribute as in bullet sim? I can think of one way - I can set up a velocity treshold, which will move stopped particles to a group. Then I can remove particles from this group so that pop solver doesn't simulate them, but before that I will collect them in another solver? Any better approaches / ideas? Juraj