whodini Posted June 17, 2014 Share Posted June 17, 2014 Has anyone been able to make soap foam with believable motion on a large scale. I;ve used flip fluid to get something going, but it still feels pretty heavy, and a little too runny. I kind of need it to feel lightweight and hold onto it's shape. I gave the flip_elasticity asset a try and it helps keep the shape and threw in a little viscosity to help even more, but it still feels heavy like thick cream rather than soap foam. I need this sim to do something spectacular too, like being shot out and following a smoke velocity field, so lots of balancing and tweaking involved but I'm looking for a way to simplify, and possibly find a solution thats quicker or easier to control. Quote Link to comment Share on other sites More sharing options...
freaq Posted June 18, 2014 Share Posted June 18, 2014 you're thinking something along these lines?https://www.youtube.com/watch?v=-QydCZWv9Do Quote Link to comment Share on other sites More sharing options...
whodini Posted June 18, 2014 Author Share Posted June 18, 2014 yea, i should have mentioned that. I saw some of the papers on that short anim and slides from pixar. It's pretty awesome, but the papers are a bit too involved than I bargained for. I need to create a blast of foam on a large scale, just wondering if there are any ideas, hacks or tricks to get this going. I'm looking at flip / pop based solutions, I dont really have any moving objects, so thats the good part. Just static colliders. Quote Link to comment Share on other sites More sharing options...
kleer001 Posted June 18, 2014 Share Posted June 18, 2014 Maybe use multiple flips with differene but large radii? What do you have so far? Quote Link to comment Share on other sites More sharing options...
whodini Posted June 18, 2014 Author Share Posted June 18, 2014 what I have right now feels like wet sand. I'll share more once I get my hips from home. I'm trying to make something look viscous but not heavy I guess. Quote Link to comment Share on other sites More sharing options...
freaq Posted June 19, 2014 Share Posted June 19, 2014 maybe sculpting a shape of flip fluids at a high viscosity (really pretty high) but with very low mass?I'd also solve for the air similar to the methods done with fluids in this thread: http://forums.odforce.net/topic/16858-water-inside-of-air-field/as the air gives a lot of the motion to the foam movement. Quote Link to comment Share on other sites More sharing options...
whodini Posted June 19, 2014 Author Share Posted June 19, 2014 thats a great idea, I'll try adjusting those settings on the fluid, maybe I end up mixing two different sims, one with the flip fluid blasting out like a foam cannon, and midway I might switch or blend a frame with a new sim that feels more like foam. Quote Link to comment Share on other sites More sharing options...
freaq Posted June 19, 2014 Share Posted June 19, 2014 keep us informed please, I'd be interested to see what you come up with Quote Link to comment Share on other sites More sharing options...
whodini Posted June 19, 2014 Author Share Posted June 19, 2014 I got some good results using the flip elastic asset and particle surface tension asset combined with a custom drag operation in a sop solver to get around the sliding behavior of the elastics, this way the foam sticks to the ground. Quote Link to comment Share on other sites More sharing options...
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