daverand Posted October 25, 2013 Share Posted October 25, 2013 I'd like to contain the fluid but not have the fluid push back after colliding with the walls of the flip container (inherit negated velocity). Anyone have a simple way to do that? The reason: I'd like to create a more controllable continuous small surface waves driven from another source. Quote Link to comment Share on other sites More sharing options...
johner Posted October 25, 2013 Share Posted October 25, 2013 (edited) Second time I've said this today, but if you can, wait a week as there's some tools for this in H13. The basic technique is to create a "boundary layer" of FLIP particles, along with a sink around the edge of the tank. The boundary particles hold the fluid in place via pressure but just have the "default" fluid configuration (could be a flat surface, could be an ocean). The volumetric sink kills any splashes that travel into the boundary layer. So the boundary layer suppresses reflections, maintains volume, and allows the tank to move around as well. This is all very doable in 12.5, just gets a little easier with the new tools. Edited October 25, 2013 by johner Quote Link to comment Share on other sites More sharing options...
daverand Posted October 25, 2013 Author Share Posted October 25, 2013 Thanks John! Would be useful. Investigating what I have to work with now. Quote Link to comment Share on other sites More sharing options...
daverand Posted November 1, 2013 Author Share Posted November 1, 2013 John, I see what you mean...great stuff in 13 incorporated many things I was making from scratch, like mist, constant waves, culling out the initial points from a colliding object. The sink set up that your described and the addition of advect by volumes to give the ocean tank set up constant controllable waves (and a sim that follows an object around) are great. Quote Link to comment Share on other sites More sharing options...
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