Jump to content
Sign in to follow this  
GrayHare

wired edge in flip simulation

Recommended Posts

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

  • Like 1

Share this post


Link to post
Share on other sites

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:)

post-4595-0-81474900-1413278724_thumb.jp

post-4595-0-96410700-1413278730_thumb.jp

Edited by GrayHare

Share this post


Link to post
Share on other sites

geometry vop, check height of point, if its higher then what you want multiply y velocity down.

Share this post


Link to post
Share on other sites

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?

Share this post


Link to post
Share on other sites

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 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×