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water in glass


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Hi,everyone.

There is a problem i really haven't pay attention to before.

I put some water in a glass, the glass was a static object with vdb colision. The water in glass seems not quiet at all, and the water volume was decrease over time even the particle total number was remain unchanged.

Is it be a flipsolver problem? and any way to improved?

Thanks!

 

post-9982-0-27992700-1410722833_thumb.pn

post-9982-0-14589700-1410722841_thumb.pn

water_in glass.hip

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The FLIP solver is inherently not good at this kind of simulation. It's a cheat to get faster simulations but it loses some physical accuracy in the process, mainly the volume of the fluid isn't necessarily consistent over time. If you want better accuracy try the SPH solver which accounts for the volume of the fluid over time, however it might be a lot slower than the FLIP solver. You get what you pay for in terms of simulation time. Enabling "Apply Particle Separation" on the FLIP solver will help some but probably not eliminate this problem completely.

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The FLIP solver is inherently not good at this kind of simulation. It's a cheat to get faster simulations but it loses some physical accuracy in the process, mainly the volume of the fluid isn't necessarily consistent over time. If you want better accuracy try the SPH solver which accounts for the volume of the fluid over time, however it might be a lot slower than the FLIP solver. You get what you pay for in terms of simulation time. Enabling "Apply Particle Separation" on the FLIP solver will help some but probably not eliminate this problem completely.

Thanks.

I will give a try.

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The FLIP solver is inherently not good at this kind of simulation. It's a cheat to get faster simulations but it loses some physical accuracy in the process, mainly the volume of the fluid isn't necessarily consistent over time. If you want better accuracy try the SPH solver which accounts for the volume of the fluid over time, however it might be a lot slower than the FLIP solver. You get what you pay for in terms of simulation time. Enabling "Apply Particle Separation" on the FLIP solver will help some but probably not eliminate this problem completely.

Despite the velocity projection stage, particles can end up closer together than their pscale attribute. When this happens, internal forces can’t separate the particles because the velocity projection will remove those forces. This results in the fluid compressing over time.

 

Thanks. Luke

The particle separation actually is what i want.

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