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[novice] simulate Buoyancy Force with Feedback Scale


art3mis

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Hi
My question is Can Buoyancy Force be duplicated simply thru Feedback Scale?

Just wondering if there is some additional 'Secret Sauce' that Buoyancy Force adds that can't be duplicated thru simply increasing the Feedback Scale.

 

Related to this question is

To make objects 'float' or sink should you

1) Keep your Feedback Scale constant at a value of 1.0 and adjust the relative Density of water vs floating-sinking objects

or

2) Keep the Density of both your water and other geometry at a default value of 1000 and determine buoyancy by adjusting Feedback Scale?

 

From preliminary testing both approaches seem to work though I'm guessing just one is the 'correct' way to go.

 

 

 

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You can use either one. If you are dealing with FLIP and RBD objects, most of the time you can get by with just turning the feedback scale up. If you are needing more options for a buoyant force (such as like adding a noise field or something) then you can use the buoyancy force DOP. Take a look at the buoyant force example in the help. Shows that you can basically fake the force without actually solving the fluid itself.

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