Skip Posted February 26, 2015 Share Posted February 26, 2015 Hi all, I've been playing around with fluids and have been learning about driving viscosity based on a point attributes. But I've hit a mind wall. Could anyone help me understand how I would go about creating a liquid that has viscosity based on the distance from the surface? Or to be more specific, as it "cools" it becomes more viscous, but it does this from the surface into the middle. So if I were to pierce a hole in the outer skin, liquid would pour out. Basically, gooey middle. Thanks in advance! Quote Link to comment Share on other sites More sharing options...
ciliath Posted February 26, 2015 Share Posted February 26, 2015 create a "field to particle" node in your dop, where the field in question is "surface" and name the created attribute to whatever you like. Now, all particles will have an attribute value based on how close they are to your surface. Use that to define how viscuous you liquid is Quote Link to comment Share on other sites More sharing options...
Skip Posted February 26, 2015 Author Share Posted February 26, 2015 Thats great, thank you! I've managed to get some results using this (although I've barely touched microsolvers before, so it's a bit daunting). I feel this is going to take me a wee while to crack! Quote Link to comment Share on other sites More sharing options...
ciliath Posted February 26, 2015 Share Posted February 26, 2015 np ^^ oh, have a look at this masterclass then, hopefully it helps a bit https://www.sidefx.com/index.php?option=com_content&task=view&id=2200&Itemid=344 Quote Link to comment Share on other sites More sharing options...
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