kaumanawardze Posted June 4, 2016 Share Posted June 4, 2016 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 Quote Link to comment Share on other sites More sharing options...
calmichael Posted June 7, 2016 Share Posted June 7, 2016 (edited) 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 June 7, 2016 by calmichael Quote Link to comment Share on other sites More sharing options...
kaumanawardze Posted June 7, 2016 Author Share Posted June 7, 2016 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. Quote Link to comment Share on other sites More sharing options...
rbowden Posted June 7, 2016 Share Posted June 7, 2016 (edited) 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 June 7, 2016 by rbowden Quote Link to comment Share on other sites More sharing options...
vijayakumar Posted June 8, 2016 Share Posted June 8, 2016 U can group the specific portion inside sop solver to kill the particles during simulation. u can also play with the negative x or y velocity and delete it based on what u want. Quote Link to comment Share on other sites More sharing options...
kaumanawardze Posted June 8, 2016 Author Share Posted June 8, 2016 (edited) thanks, i try to check your advices soon, i mean can be nice to cut particles moment-before they hit flip volume boundaries, mayby i try this group-portion in some specific area. Edited June 8, 2016 by kaumanawardze Quote Link to comment Share on other sites More sharing options...
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