JuriBryan Posted September 12, 2012 Share Posted September 12, 2012 hey, I have a question. I want to blow up a pillar that then falls into a ice cowered lake, the ice will break and the pillar and the ice interact with the water. Because of the water I don't think that it is possible to cache out every step separate.. like the pillar then the pillar breaking the ice. Here is the set up that I will simulate over night now, but i was wondering if there is a special way of handling such simulations in productions. I hope and think that this is not the only way of doing something like that and all pointers would be very appreciated! cheers, Juri SimulationTime.hipnc Quote Link to comment Share on other sites More sharing options...
Netvudu Posted September 12, 2012 Share Posted September 12, 2012 The part that isn´t clear to me is why you think you can´t cache every step separate. Why can´t you cache every RBD sim and then use those as cached deforming static objects for colliding with the water sim....unless you want those to float over the water, of course.... 1 Quote Link to comment Share on other sites More sharing options...
JuriBryan Posted September 12, 2012 Author Share Posted September 12, 2012 thats the deal... they are supposed to float on the water... Quote Link to comment Share on other sites More sharing options...
ikarus Posted September 12, 2012 Share Posted September 12, 2012 You could probably use a lowres fluid with force feedback enabled to emulate what the separate sim would do. But you could probably emulate that without any additional dop objects anyway. Quote Link to comment Share on other sites More sharing options...
3d-gang Posted September 13, 2012 Share Posted September 13, 2012 Thanks Ikarus, that's exactly, I was looking for - "Force Feedback". From Manual -> To make particle fluids affect the motion of objects they collide with, turn up Feedback Scale on the FLIP solver’s Volume Motion > Projection sub-tab. This value needs to be scaled according to the mass of the objects you need to push around and the mass of the particles, so values in the 100s may be necessary. Keep floating Quote Link to comment Share on other sites More sharing options...
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