ParticleSkull Posted April 5, 2016 Share Posted April 5, 2016 Hey guys,Is there a way to control the FLIP's particles velocity based on the normals of a scene object? To be more specific:I have this grid and as soon as the particles get closer to it's surface, the particles start flowing on this grid's normals direction.Thx,Alvaro FLIP normal vel.rar Quote Link to comment Share on other sites More sharing options...
Navneet Arora Posted April 5, 2016 Share Posted April 5, 2016 Yes, just plug this into fluid source , select source flip as default source and under velocity volumes tab just replace v with N and your are good to go. 1 Quote Link to comment Share on other sites More sharing options...
mestela Posted April 5, 2016 Share Posted April 5, 2016 (edited) not sure if its the best way for flip, but I took your grid, created a vel field from @N with a vdb-from-polygons, and used a 'source volume' to bring that into the sim. seems to do what you're after. FLIP_normal_vel_fix.hipnc Edited April 5, 2016 by mestela 1 Quote Link to comment Share on other sites More sharing options...
loopyllama Posted April 5, 2016 Share Posted April 5, 2016 Yet another solution: flip is just particles so you can create your vel field in sops and advect the flip particles by the volume. FLIP normal vel_popadvectbyvolumes.hipnc 1 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted April 5, 2016 Author Share Posted April 5, 2016 Guys, you're awesome. I'll check it right now Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted April 5, 2016 Author Share Posted April 5, 2016 Matt, thank you very much, your example is exactly what I was looking for.Jim, thx! It's an excellent example but the volume advection works as a noise, right? In fact I need the particles go in the direction of some pre defined normals. I've painted those normals using the Comb sop.Navneet, thx! I just don't know how to plug this into fluid force. I've tried to find how to do it but could only find it interacting with wires.Cheers,Alvaro Quote Link to comment Share on other sites More sharing options...
loopyllama Posted April 5, 2016 Share Posted April 5, 2016 Hi Alvaro, You can use any points and any normals with my setup. Just throw in a wrangle with @v = @N; before the fluid configure and turn off that curl noise. easy! 1 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted April 5, 2016 Author Share Posted April 5, 2016 True, easy busy. Thx!! Quote Link to comment Share on other sites More sharing options...
nigelgardiner Posted April 10, 2016 Share Posted April 10, 2016 Hi All This is really helpful thanks. Just a quick question. Matt, in the grid object why do you need to do the attribute transfer routine? Couldn't you just go Grid to Comb to AttribVop? cheers Nigel. Quote Link to comment Share on other sites More sharing options...
mestela Posted April 10, 2016 Share Posted April 10, 2016 (edited) Yep. That was in Alvaro's original setup, I just tried to do the minimum changes possible to make it work. I'm sure he has his reasons for all that other stuff. Edited April 10, 2016 by mestela Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted April 10, 2016 Author Share Posted April 10, 2016 Hey Nigel, that's to blend the the old normals (pointing upwards) with the new ones (painted with the comb sop). There's no need to use that, I just did it to be able to get a good Print Screen of the normals and show you on which direction it was pointing. Quote Link to comment Share on other sites More sharing options...
nigelgardiner Posted April 11, 2016 Share Posted April 11, 2016 Oh right,thanks Alvaro, wasn't sure if i was missing something. Does anyone know if it's possible to use a similar technique to direct an emitting fluid source? I know the source volume has a velocity volume in it which gives an initial velocity value which is useful but i was trying to figure out if I could use Matt's technique in a similar way to drive the emitted fluid rather than using forces? Quote Link to comment Share on other sites More sharing options...
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