Xsiv Posted July 17, 2012 Share Posted July 17, 2012 (edited) Hi All, I am wanting to change the distribution of the particles around my surface in flip fluids. What I have is an object moving upwards through a fluid where it would push more fluid where the normals are going in the same direction as the motion. Thus I would like more particles to build up in the front or top of the object as it emerges from the liquid. Conversely the back of the object would have less particles falling behind the object. Again I am thinking that the surface normals are opposite direction of the velocity or motion of the object. I have included a picture of what I am attempting to do. My thoughts are: trying is using the motion vector and the surface normal - both normalized - and adding them together and having the result used in the creation of the sdf volume value. Comments? Suggestions? Anyone do this before? Thank you Chris Edited July 17, 2012 by Xsiv Quote Link to comment Share on other sites More sharing options...
Xsiv Posted August 7, 2012 Author Share Posted August 7, 2012 Hi All, I did never figure out a way to do this. I did come up with a solution for this to get this kind of effect by separating my fluid in 3 or 4 varying levels of viscosity and density. I increase the viscosity 400, 4000, 40000 and 100000 respectively. I inverse the density of each 10000, 1000, 100 and 1 respectively. Thinking that the less dense will "float" to the top and being less viscose, I should get the effect I am after. I haven't tested the density portion to see if it behaves the way I think it should. Yet, I am getting some great clumping of goo, if I pass objects through it. Chris Quote Link to comment Share on other sites More sharing options...
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