ParticleSkull Posted November 12, 2015 Share Posted November 12, 2015 Hello guys, That's my scene, I have a sphere geometry transfering the viscosity attribute to a FLIP sim.The "shell" particles (white) have a high viscosity value and the inside ones (black) have a low viscosity value, and that's exactly what I need. The problem is: as the particles fall, the attribute gets updated. Is it possible to get this attribute's values only on the first frame, so the inside particles remains with the low values?Thx. The scene file is attached in case anyone want to have a look.Best,Alvaro Viscosity_Shell.hipnc Quote Link to comment Share on other sites More sharing options...
animatrix Posted November 12, 2015 Share Posted November 12, 2015 If you do the transfer in SOPs instead of SOP Solver, it should work just like you wanted. Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted November 12, 2015 Author Share Posted November 12, 2015 (edited) Cool! I'm sorry but I have no idea on how to transfer it in SOPs, could you give me some advice on this?Thx,Alvaro Edited November 12, 2015 by ParticleSkull Quote Link to comment Share on other sites More sharing options...
Farmfield Posted November 12, 2015 Share Posted November 12, 2015 Just create the viscosity before the sim. Viscosity_Shell_fix.hiplc Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted November 12, 2015 Author Share Posted November 12, 2015 Yeah! Thx Johan, now it's working jst fine Quote Link to comment Share on other sites More sharing options...
Farmfield Posted November 12, 2015 Share Posted November 12, 2015 (edited) Note you have to change the FLIP source type to particle field when you do the setup as I have now, converting it to a point cloud (as the FLIP source is defaulting to SOP surface). Also, though I didn't do that now, you should copy/paste relative reference between the points from volume and FLIP object particle separation, then the FLIP source will just use the input points without having to resample the source point cloud. Edited November 12, 2015 by Farmfield Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted November 12, 2015 Author Share Posted November 12, 2015 Yeah, about the volume to particle field, it took me a while to figure that out. Had to campare every parameter from your scene to mine using alt tab About the copy/paste relative preferences, i've done that Thx dude.Alvaro Quote Link to comment Share on other sites More sharing options...
Farmfield Posted November 12, 2015 Share Posted November 12, 2015 No prob's, always glad to help out - and annoy you in Facebook comments. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.