Sustaxata Posted February 10, 2014 Share Posted February 10, 2014 Hi guys, I am currently working on an explosion using a flipfluid sim. The explosion looks nice, but when all the fluid spreads out to loads and loads of drops, those drops are super large and just look wrong.I'm relatively new to fluid sim, so it might be a really simple fix, in that case: sorry for being stuipid.Here is a picture of what it looks like atm.I didn't set my settings too high yet, for now they're average (talking about particle separation and radius scale).How would you approach getting rid of those super drops?Thank you very much Sustaxata 1 Quote Link to comment Share on other sites More sharing options...
Sustaxata Posted February 10, 2014 Author Share Posted February 10, 2014 Hey dude, I think I know whats going on. Did you use a drag node to slow down the velocity? That usually keeps the particles closer together. This way there are more particles bundled together, which avoids having those separate drops. Also in your ...Particles_fluid node in the object context, there is "vdbfromparticles" - thats responisble for the meshing of the sim. You can try to change the particle footprint to velocity-trail and then play with the parameters. Let me know if any of that works Quote Link to comment Share on other sites More sharing options...
Sustaxata Posted February 10, 2014 Author Share Posted February 10, 2014 Ahhh, yeh you were right. I just had to add a drag node, made everything look soo much better. I didn't actually have to change the vdbfromparticles, although nice tip, cheers man btw, I really like your profile pic Quote Link to comment Share on other sites More sharing options...
reny Posted February 10, 2014 Share Posted February 10, 2014 Actually I like your profile pic as well, LOL. Anyway, you can also check out an free asset on orbolt called "Particle Surface Tension", which does the job prett well forming droplets(by push multiple particles together). Quote Link to comment Share on other sites More sharing options...
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