arsenyg Posted June 15, 2011 Share Posted June 15, 2011 I have a simple Particle Fluid Simulation, a kind of liquid with high viscosity. Is there a way to make it very sticky? I need it to follow a surface of an Object it collides with. Quote Link to comment Share on other sites More sharing options...
Annon Posted June 15, 2011 Share Posted June 15, 2011 I have a simple Particle Fluid Simulation, a kind of liquid with high viscosity. Is there a way to make it very sticky? I need it to follow a surface of an Object it collides with. Convert the collision into an SDF volume and within VOPs user the VolumeGradient and VolumeSample to "stick" the particles back to the surface. Gradient gives you the vector to the nearest surface and Sample gives you the distance. If you have a multiplier on the sample node you can stick it back by a percentage, maybe based on normals etc... I have a scene kicking around somewhere, I'll try and find it if no-one else has one to show. Christian Quote Link to comment Share on other sites More sharing options...
Adam Ferestad Posted June 16, 2011 Share Posted June 16, 2011 I have been looking for a way to do exactly this effect, so I will be anxiously awaiting more replies. I will have to try your suggestion Christian. Quote Link to comment Share on other sites More sharing options...
Annon Posted June 23, 2011 Share Posted June 23, 2011 Let me know if you want me to create a quick scene. Quote Link to comment Share on other sites More sharing options...
jackytop Posted June 26, 2011 Share Posted June 26, 2011 Let me know if you want me to create a quick scene. Yes please ChristianW! I will help a lot! Thanks Quote Link to comment Share on other sites More sharing options...
Pazuzu Posted June 26, 2011 Share Posted June 26, 2011 (edited) Sticky_SPH Edited June 27, 2011 by Pazuzu Quote Link to comment Share on other sites More sharing options...
Pazuzu Posted June 26, 2011 Share Posted June 26, 2011 (edited) Hi!! This file is the same that i share with Christian a month ago, the aeb_sticky asset are inside the sop solver, it's open. Any comment are welcome. sticky_SPH.hip Edited June 27, 2011 by Pazuzu Quote Link to comment Share on other sites More sharing options...
Pazuzu Posted June 26, 2011 Share Posted June 26, 2011 (edited) This is the video that show the asset work: Edited June 27, 2011 by Pazuzu Quote Link to comment Share on other sites More sharing options...
Annon Posted June 27, 2011 Share Posted June 27, 2011 This is the video that show the asset work: Thanks Pazuzu I need to go back and have a proper look at that, it worked a treat for a test I had to do, thanks for sharing it, it really helped a lot. This is based on SPH/DOP fluids and works really nicely. If you want something a bit simpler with "dumb" particles, just check out the bit in Pazuzu's POPNetwork where it's got the VolumeGradient and VolumeSample nodes. Basically you just need the Gradient (the direction to the nearest bit of the volume) and the sample (the distance to it). Multiply them together and add it back to the point (Either Velocity or Position etc). Quote Link to comment Share on other sites More sharing options...
jackytop Posted June 29, 2011 Share Posted June 29, 2011 Hi!! This file is the same that i share with Christian a month ago, the aeb_sticky asset are inside the sop solver, it's open. Any comment are welcome. Thanks a lot! Pazuzu and ChristianW! Will soon look at it inside and study! Quote Link to comment Share on other sites More sharing options...
Adam Ferestad Posted June 29, 2011 Share Posted June 29, 2011 Indeed, that looks like exactly what I have been looking for to be able to do a project I have been sitting on for a while. Thanks. Quote Link to comment Share on other sites More sharing options...
Adam Ferestad Posted June 29, 2011 Share Posted June 29, 2011 Something is up with that file. When I open it I get an error, not sure what it means but it says that the definition for the sticky fluid is incomplete and when I sim it, the fluid doesn't stick to the sphere and slide around it. Am I missing something here? Quote Link to comment Share on other sites More sharing options...
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