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flip fluid -collision boundries -kill particles problem


kaumanawardze

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hi, problem is i want to cut/kill flying particles from flip fluid. i have notice, during the simulation flip particles behaves strange- some of them are clipped/cut properly by fluid box-boudaries,

but some are slidding down like from hitting the wall, and some just jumping from volume back(?) how to make them killed instantly with collision with fluid boundaries? thanks!

screen & simulation previev (gdrive):

https://drive.google.com/file/d/0B0d5WxiA_3pzUFdwYzVIZDloUzQ/view?usp=sharing

flipboundaries.jpg

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if the boundary on leftside is just volume bounding box, it will be solved through checking off "Collide with Volume Limits" in 'Flipsolver > Particle Motion > Behavior'.

 

 

Owen

Edited by calmichael
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nope Bro, still the same - most particles are cutted, but some still are hitting fluid-boundary and jumping back...

link:

https://drive.google.com/file/d/0B0d5WxiA_3pzbVRUMy1ybHNoTlk/view?usp=sharing

is there other way like add some force? to cut particles? delete&bounding -node wont working during the simulation when i tried to connect to fluidsolver.

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For a tank that size and the impact velocity of your ship, it is inevitable you are going to hit the edge of the domain and bounce back. If you just want to kill the high flying particles, you can write your sim out and then cull them after the fact (which if you are going to do any particle culling, I would always advise to do this so you don't have to resim if you want to bring particles back), and then mesh. If you want to limit the velocity of the flying flip particles, you have access and can use any of the pop nodes. In this case you could use a POP speed limit to limit how fast the particles can fly out. Anytime you start messing with velocities like this, it can lead to undesirable results though. 

Edited by rbowden
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