nigelgardiner Posted July 20, 2016 Share Posted July 20, 2016 Hi there,again.. So I'm still trying to figure this out, this time I've keyframed the collision object so I can control it's movement. I've slowed down the rate of collision but I still end up with a large hole in the fluid around the collision point, I'm just curious as to why it's so big? Is it just the result of displacement and the fact that in such a short time frame the fluid particles don't have time to move and fill the gap or is something else going on? Would increasing the sub steps on the solver help this? Hip attached. thanks Nigel. rbd splash.hipnc Quote Link to comment Share on other sites More sharing options...
rbowden Posted July 20, 2016 Share Posted July 20, 2016 This file should help you get started. I reworked your file a bit and gave you some different options of how you can make a splash. In the dop network, toggle between values of switch one to see what the different options are. This is a very basic file and hastily put together but, you get the point I think. I put the pop speed limit in to help with some of the faster moving particles. If you decided you want to keep it, you will have to adjust the values. I also changed the velocity scale under the collisions tab of the flip solver to test with giving a bigger splash. Again, you can choose to mess with this or just change it back to default. The amount of displacement in the water is going to happen with an object colliding with fluid. I don't know if you are trying to get rid of the hole altogether or what but, the the back splash happens in five frames from the collision and that is pretty quick as it is. rbd_splash_RB.hipnc Quote Link to comment Share on other sites More sharing options...
nigelgardiner Posted July 20, 2016 Author Share Posted July 20, 2016 Hi Ryan Thanks for that, much appreciated. cheers Nigel. Quote Link to comment Share on other sites More sharing options...
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