ino Posted May 25, 2015 Share Posted May 25, 2015 i have a box one side has viscosity 0 and the other 100000 so basically one side is water the other some solid object i cant get the water to run down a big part of it sticks to the solid part Quote Link to comment Share on other sites More sharing options...
paxsonsa Posted May 25, 2015 Share Posted May 25, 2015 I am not sure I understand the problem. You want the less viscous fluid to complete run off but the gradient is causing it to ease off? or do you want more of a solid edge? Quote Link to comment Share on other sites More sharing options...
ino Posted May 25, 2015 Author Share Posted May 25, 2015 i want the blue part to complete run off but its sticks to the white particles the hole thing is one object whit attributes for viscosity the blue is 0 the white is 1000000 Quote Link to comment Share on other sites More sharing options...
paxsonsa Posted May 25, 2015 Share Posted May 25, 2015 What are you using to change the viscosity? Are you using a attribute transfer? SDF? Could you upload your hip if that possible? Quote Link to comment Share on other sites More sharing options...
bandini Posted May 25, 2015 Share Posted May 25, 2015 Viscosity is solved on the volume grid, not particle to particle, I believe, which is why you are getting some mixed behavior at the intersection of the two values. You can try increasing the flip volume grid resolution and see if that helps. Quote Link to comment Share on other sites More sharing options...
ino Posted May 25, 2015 Author Share Posted May 25, 2015 bandini not sure what you mean by flip volume grid resolution cant find any setting like thisif i play whit particle separation and particle radius scale i get better results but still fare away from what i am looking for and the simulations times getting total out of hand test123.hipnc Quote Link to comment Share on other sites More sharing options...
ikarus Posted May 26, 2015 Share Posted May 26, 2015 Why not just sim them separately since you dont want them to interact? Quote Link to comment Share on other sites More sharing options...
ino Posted May 26, 2015 Author Share Posted May 26, 2015 never said they should not interact here an exaple which goes more in the direction of my final goal and showing the same problem the red object has viscosity 10000 and density 200 the rest viscosity 0 and density 1000 i can let it simulate for ever if you render it you wont see the red because its covered by the blue Quote Link to comment Share on other sites More sharing options...
bandini Posted May 26, 2015 Share Posted May 26, 2015 bandini not sure what you mean by flip volume grid resolution cant find any setting like this if i play whit particle separation and particle radius scale i get better results but still fare away from what i am looking for and the simulations times getting total out of hand Flip Object Grid Scale. Default of 2 means the grid is 1/2 the resolution of the particles. 1 means it should be the same res as the particles. Also try playing with velocity smoothing in the flip solver. Turn off reseeding, as new particles will be interpolated. Based on what I see in your example, you may also want to play with density. Lower density particles will rise above higher density particles. Quote Link to comment Share on other sites More sharing options...
ino Posted May 26, 2015 Author Share Posted May 26, 2015 whit the blue/white box where i have input type of particle field so the actual particle resolution is different from the particle separation i can get some nice results by lowering the grid size and playing whit the particle separation but sim times starts to get really heavy even on low resolutions whit a flip tank even a grid of .5 not helping but sim times starts to rise by factor 50-100 thanks every one so fare hope some one comes whit some solution where i dont need a 1mill dollar computer for the simulation Quote Link to comment Share on other sites More sharing options...
sekow Posted May 27, 2015 Share Posted May 27, 2015 Adam gave you some good advice already. different density and the velocity smoothing should get you very far without going up with resolution. you will never get a hunder percent seperation due how flip works. Quote Link to comment Share on other sites More sharing options...
ino Posted May 27, 2015 Author Share Posted May 27, 2015 what i want to achieve is drop some letters in to water which first submerge the float to the surface and then reduce the viscosity of the letters so they mix whit the water whit gas blur to mix the colors to if i cant get a 100 percent separation well but the problem is currently i have a 100 percent water coverage of the letters after they float to the surface velocity smoothing has some marginal effect but its near to no effect as i understood the density he mentioned for the floating and not for the stickiness the floating works fine Quote Link to comment Share on other sites More sharing options...
sekow Posted May 27, 2015 Share Posted May 27, 2015 give the floating points a smaller density. Quote Link to comment Share on other sites More sharing options...
sekow Posted May 27, 2015 Share Posted May 27, 2015 ok tried it, and did not get satisfied results either. what you could try is dropping rbds into the fluid (don't forget to set up feedback) and sourcing out of that. a bit complicated but I think worth a try. Quote Link to comment Share on other sites More sharing options...
eetu Posted May 27, 2015 Share Posted May 27, 2015 As has been said, there won't be clear separation because of the way flip works (with volumes). You could move the viscosity transition zone a bit towards towards the more viscous areas by massaging the viscosity field, but that means that the liquid particles will "corrode" the viscous part of the volume. Depending on the case, that might be better or worse test123e.hipnc Quote Link to comment Share on other sites More sharing options...
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