envil Posted June 7, 2011 Share Posted June 7, 2011 (edited) Hello! How to make in DOP the particles to penetrate inside the object and remained there. As an image below in POP it easy, just particle groups, but in DOP I don`t known how.. Edited June 7, 2011 by envil Quote Link to comment Share on other sites More sharing options...
Macha Posted June 7, 2011 Share Posted June 7, 2011 Interesting! You can use your external popnet to drive your fluid. Does it not work if you combine with dops? Quote Link to comment Share on other sites More sharing options...
envil Posted June 7, 2011 Author Share Posted June 7, 2011 Interesting! You can use your external popnet to drive your fluid. Does it not work if you combine with dops? I've tried to make a collision in the POP. But the fluid encounters and falls further. Its my simple scene Quote Link to comment Share on other sites More sharing options...
envil Posted June 7, 2011 Author Share Posted June 7, 2011 scene is not attached in previous post SPH_penetrate.hipnc Quote Link to comment Share on other sites More sharing options...
Adam Ferestad Posted June 8, 2011 Share Posted June 8, 2011 I don't know if you are able to do this, but I would consider just faking it. Make your sphere, then make two branches in the network, one would be the complete sphere which renders, the other would be cut in half (or whatever you need for how high you are filling the sphere) and use that hemisphere for the collisions. If you are trying to do this as a challenge to yourself without the cheat, I would have no idea where to start yet. Quote Link to comment Share on other sites More sharing options...
envil Posted June 8, 2011 Author Share Posted June 8, 2011 Thanks! Unfortunately I have to completely fill the sphere. Seeking a suitable solution, probably will not be without cheating) Quote Link to comment Share on other sites More sharing options...
pclaes Posted June 8, 2011 Share Posted June 8, 2011 This is an interesting one. The direction I am tended to look to is to count the collisions. On the first collision you force the particles to pass on through, on the second collision they start to collide - per particle. You will also somehow need to swap collision object. The type of sdf will switch from something that resembles a solid sphere, to something that resembles a box with a sphere cut out of it. I've never done this before, so that may not work. Otherwise... is it just spheres? You could perform a distance check to the centroid of your sphere, so you know when it has entered within the radius of that sphere, that way you would not need to swap collision objects as you are performing to collision or distance check yourself. That still leaves you with activating per particle collisions. Quote Link to comment Share on other sites More sharing options...
envil Posted June 8, 2011 Author Share Posted June 8, 2011 (edited) This is an interesting one. The direction I am tended to look to is to count the collisions. On the first collision you force the particles to pass on through, on the second collision they start to collide - per particle. You will also somehow need to swap collision object. The type of sdf will switch from something that resembles a solid sphere, to something that resembles a box with a sphere cut out of it. I've never done this before, so that may not work. Otherwise... is it just spheres? You could perform a distance check to the centroid of your sphere, so you know when it has entered within the radius of that sphere, that way you would not need to swap collision objects as you are performing to collision or distance check yourself. That still leaves you with activating per particle collisions. Thank you! Centroid - a good idea! The only thing I can not do is activate collisions per-particle. How can I do this in DOP? Can I grouping per-particle in DOP? in general, this is probably my main problem, driving SPH per-particle in DOP. For example grouping. Edited June 8, 2011 by envil Quote Link to comment Share on other sites More sharing options...
Macha Posted June 8, 2011 Share Posted June 8, 2011 (edited) If you invert the SDF the particles will stay in the object. However, they rush like crazy into it so some way of subduing that or switch would need to be found. I have no idea how to switch/swap/disable collisions per particle. I wonder if you could model an invisible SDF tube from the particles into the container. Edited June 8, 2011 by Macha Quote Link to comment Share on other sites More sharing options...
envil Posted June 8, 2011 Author Share Posted June 8, 2011 If you invert the SDF the particles will stay in the object. However, they rush like crazy into it so some way of subduing that or switch would need to be found. I have no idea how to switch/swap/disable collisions per particle. I wonder if you could model an invisible SDF tube from the particles into the container. About SDF - yes, and I'm trying to find a way to subdue them and on the tube - Its a joke?! I did a field that lead particles into sphere. left them there just to pour. Its my intermediate result. I was forced to cut unnecessary, and this is unacceptable. ani.mov Quote Link to comment Share on other sites More sharing options...
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