Doubles3D Posted April 18, 2015 Share Posted April 18, 2015 Hey there! I am trying to recreate a solution for making a FLIP fluid follow a path which is a volume. The volume is made from a curve and the PolyFrame node is used to get the normals and tangents. The first file is the original working sim, the second is mine which isn't working properly. Can anyone point out my mistakes? flip_spline_motion_test.hip bottleFromWater_curves.hip Quote Link to comment Share on other sites More sharing options...
Diego A Grimaldi Posted April 18, 2015 Share Posted April 18, 2015 didnt open the files but why don't you just use a pop curve force? Quote Link to comment Share on other sites More sharing options...
Doubles3D Posted April 18, 2015 Author Share Posted April 18, 2015 Ok just now I wanted to try out this pop curve force node. I just made a curve object, and used the 'Source Particle Emitter' shelf on it. It automatically added a pop solver to the AutoDop and the next thing i notice is that the flip fluid is moving along the volume i created before. I don't know what the shelf did, but everything started working. Still it would be nice to know what was wrong. bottleFromWater_curves2.hip Quote Link to comment Share on other sites More sharing options...
Doubles3D Posted April 19, 2015 Author Share Posted April 19, 2015 Thank you Diego, I just tried the pop curve force solution. I can wire it into the particle velocity or even the volume velocity input of the flip solver. Its way more flexible and controllable this way. Anyway here is an example file if someone is looking for the same solution. flipfluid_popcurveforce.hip Quote Link to comment Share on other sites More sharing options...
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