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Injecting bubbles in Flip Fluids


art3mis

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Just watched Jeff Wagner's latest webinar on Flip Fluids in H15. He mentions near the end that he will cover injecting air into Flip Fluids in his next webinar, but until then, can any fluid experts provide some tips on creating bubbles in Flip Fluids?

I want to simulate an underwater shot with objects falling into water and show the many bubbles and small pockets of air that get trapped and slowly released to the surface

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Don't know how he is planning on doing it but if you need something now, here are a couple of things to read up onto get you started. The third video doesn't have a file in it but, the creator of the video says how he did it in the comments:

https://vimeo.com/153856342

http://forums.odforce.net/topic/21916-cheap-underwater-bubbles-from-hot/

https://vimeo.com/80782713

http://forums.odforce.net/topic/21620-air-bubbles-underwater/

 

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glad I could help!

the problem only is, that they are emitted.  wich give you alot of more particles at the end.

Instead of emitting I ALSO wonder What would be a good pipeline to just group particles to have a certain density over time.

anyone?  multisolver? any examples?

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I haven't looked at squardis file, but bubbles typically are 'injected' due to surface movement of a liquid trapping air within the surface. With this in mind, you would want to emit bubbles within a range of distance of the top surface, where there is high vorticity. Then could have their emit velocity match flip vel, advect with the vel with a natural up force, and as it approached the surface, delete. This would give you a better amount of bubbles than just a density over time.

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On 2016-10-03 at 10:04 AM, squardis said:

glad I could help!

the problem only is, that they are emitted.  wich give you alot of more particles at the end.

Instead of emitting I ALSO wonder What would be a good pipeline to just group particles to have a certain density over time.

anyone?  multisolver? any examples?

Would simply turning off 'Reseeding' under FlipSolver>Particle Motion have the desired effect of keeping particle # constant?

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