djwarder Posted September 6, 2011 Share Posted September 6, 2011 Hey guys I'm doing a sim where some FLIP fluid collides with a ground collider & spreads into the grooves between some pavement slabs. However I don't seem to be able to get the SDF to be fine enough for this resolution of collision. Instead I'm thinking of having particles move along the lines & then get the fluid to follow them but not sure how exactly to do that or if there's a better way. Any ideas please? Cheers Dan Quote Link to comment Share on other sites More sharing options...
3dbeing Posted September 6, 2011 Share Posted September 6, 2011 can you scale everything up then scale it back down post sim? Quote Link to comment Share on other sites More sharing options...
zoki Posted September 6, 2011 Share Posted September 6, 2011 how are you creating your sdf is it in dops? maybe try isoofset on geo and write out deatiled volume sdf representation of you object it helps for complicated shapes Quote Link to comment Share on other sites More sharing options...
djwarder Posted September 6, 2011 Author Share Posted September 6, 2011 Cheers for the advice guys. Have tried both approaches & think the best thing would be to have custom SDFs as suggested, but for each slab perhaps. Worth a go anyways I guess, just to see if that gives the look I'm after. Quote Link to comment Share on other sites More sharing options...
zoki Posted September 6, 2011 Share Posted September 6, 2011 also make use of -/+ offset of sdf so you can control interpenetration better in case like this they can probably sink a bit in fluids i mean as you wont see under side i imagine so you dont get them floating above pavement good luck once you read sdf back in be sure to switch off volume based collision box it gave me some headache Quote Link to comment Share on other sites More sharing options...
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