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Animated Viscosity by Attribute (FLIP)


ParticleSkull

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Hey guys,

 

I just managed to make a viscosity by attribute to work (thx to Rafael Santos e Eetu M.), but now i would like to make it animatable in order to make melting stuff.
The problem is that the particles get the viscosisty properties on the 1st frame only. How can I keep updating it based on my attribute vop?

My attribute vop setup is pretty simple. I'm just using Hue Shift to change the points color from white to black.

Here's an image of my setup: https://www.dropbox.com/s/z67d620mcp9bgdk/varViscosity2.jpg?dl=0

And the file: https://www.dropbox.com/s/rnsoxgmj225ka33/FLIP%20-%20ViscTransfer3.rar?dl=0

Best and thx in advance.

Alvaro

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The way you have it set up now, any new fluid sourced at any given frame would get the viscosity you have defined at that frame. (Although your sourcing dop is only active at $F==1)

 

If you want to modify the viscosity of the fluid while it is being simulated, you need to do the modifications within the DOP world. If you want to do it with an AttribVOP, you need to put it inside a SOP solver. Modified .hip attached.

 

There is a bit more involved example here, marrying a pyro and a flip sim.

 

FLIP - ViscTransfer3ee.hipnc

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