Atom Posted January 12, 2017 Share Posted January 12, 2017 Hi All, I have a working FLIP sim of a water fall that is colliding with my terrain mesh. I have added whitewater to the simulation and when I visualize the GREEN spray particles I can clearly see that they ignore my collision object. Is there any way to make the GREEN spray collide with the same surface as the WHITE foam? Quote Link to comment Share on other sites More sharing options...
rbowden Posted January 12, 2017 Share Posted January 12, 2017 If you are running the foam out from the same flip solver and dop network and it is colliding, no reason why the spray shouldn't collide also. Just did a quick test on my end and it works just fine. Quote Link to comment Share on other sites More sharing options...
Atom Posted January 13, 2017 Author Share Posted January 13, 2017 (edited) Thanks for checking. I have two separate DOP networks, one for my initial fluid then the shelf tool built a new whitewater network as well. I did pick the flipobject1, which resides inside AutoDopNetwork, when the whitewater tool asked. Should my whitewater be inside the AutoDopNetwork instead? Edited January 13, 2017 by Atom Quote Link to comment Share on other sites More sharing options...
rbowden Posted January 13, 2017 Share Posted January 13, 2017 No, I would have your main sim dop network separate from the spray/foam/etc dop network (basically the way you have it now). If you could upload a sample file of it not working, that would help trying to figure out what is going on. Quote Link to comment Share on other sites More sharing options...
Solitude Posted January 13, 2017 Share Posted January 13, 2017 Do you have any collision objects in your whitewater sim dopnet? Quote Link to comment Share on other sites More sharing options...
Atom Posted January 13, 2017 Author Share Posted January 13, 2017 (edited) @Solitude: No, I do not. On a whim I actually copied my terrain collision nodes from the AutoDopNetwork in to the whitewater_sim but that did not seem to matter. @rob: I have been busy on other parts of the same sim so I have not had a chance to put together an example of the problem. I am adding a small 0.5, Drag force after Gravity, it seems to be the only way to tame excessive velocity. I also had the velocity smoothing set extremely high at a value of 3. It defaults to 0.1. I have made so many changes today that I need to conduct a new test and see if the problem still exists. Edited January 13, 2017 by Atom Quote Link to comment Share on other sites More sharing options...
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