shawn_kearney Posted November 20, 2016 Share Posted November 20, 2016 Does anyone have any tips or a tutorial on getting FLIP fluids to break through pre-factured geometry? I'm having a heck of a time getting this to work right. Fluids leak through no matter what I try, I even took the DOP import and created an inflated collision volume. It works "better" but I'm still getting stray particles though, and it's SLOW. Trying the technique with VDB next. Any tips would be very much appreciated. Quote Link to comment Share on other sites More sharing options...
Atom Posted November 20, 2016 Share Posted November 20, 2016 You may want to take a look at the Gas Enforce Boundary node. Check out Sasho78's example file here. His example is for smoke, but the node works for FLIP as well. Perhaps you can adapt it to hold FLIP fluid till the correct moment then release the boundary by clearing the field? Quote Link to comment Share on other sites More sharing options...
shawn_kearney Posted November 21, 2016 Author Share Posted November 21, 2016 the issue is that I have have stones being selectively being unglued, so I don't want the water to pass through the unglued portion, but it is. It's leaking through the fractures no matter what I do. The answer still might be in Enforce Geometry, but I don't know enough about that node just yet. I'll look into it. Any other hints here? I'll clean up my file and upload later. Quote Link to comment Share on other sites More sharing options...
shawn_kearney Posted November 22, 2016 Author Share Posted November 22, 2016 well, I'm resorting to static solver with a VDB proxy. It doesn't have the level of interaction I was aiming for, but it's water tight and looks fine. Thanks for your input @Atom Quote Link to comment Share on other sites More sharing options...
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