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Viscosity "Shell" - Don't update attribute


ParticleSkull

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Hello guys,

 

That's my scene, I have a sphere geometry transfering the viscosity attribute to a FLIP sim.

visc2_zpsbjij7fx5.jpg

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.

visc_zps6zw4vo6s.jpg

 

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

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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 by Farmfield
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