GrayHare Posted October 13, 2014 Share Posted October 13, 2014 Hi guys, I am kind of newbie in flip simulation. Recently I am trying to use a animated ring to drive my Shockwave, however, I get a square-like edge all the time when I was running my simulation. The length of square is identical with the diameter of my ring. I guess the problem is from my animation because the edge(square) would change after I made alteration on my ring's diameter, but I am not sure where the problem exactly from. Hope I could get some tips from you guys. Thanks! here is the sim result Link, shockwave_R&D_test.hip 1 Quote Link to comment Share on other sites More sharing options...
GrayHare Posted October 14, 2014 Author Share Posted October 14, 2014 (edited) HI guys,I did a couple of tests and finally found out which prameter cause this problem. it is Surface Extrapolation under Flip slover-Collisions.When I was changing its value from 0.5 to 1, the wired edge came. you can check the test picture below. However in my scene I want to press my whitewater lower. As I saw from reference a shockwave would not have so much splashes. is any way I could reduce my splash without changing this parmeter? maybe I could using surface normal as velocity field to control it? thanks for answers:) Edited October 14, 2014 by GrayHare Quote Link to comment Share on other sites More sharing options...
JuriBryan Posted October 14, 2014 Share Posted October 14, 2014 geometry vop, check height of point, if its higher then what you want multiply y velocity down. Quote Link to comment Share on other sites More sharing options...
GrayHare Posted October 14, 2014 Author Share Posted October 14, 2014 geometry vop, check height of point, if its higher then what you want multiply y velocity down. Hi Juri, Thanks for your reply. Do you mean using vop sop to deal with the cached particles? Quote Link to comment Share on other sites More sharing options...
JuriBryan Posted October 15, 2014 Share Posted October 15, 2014 nope in the sim.just use a geometry vop (its just like the attribute vop) and do it on the particle velocity stage.you can do all operations you need in there Quote Link to comment Share on other sites More sharing options...
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