bifrost Posted August 25, 2017 Share Posted August 25, 2017 (edited) Hey guys! Was wondering if anyone has an idea how to decrease the pScale of flip fluid overtime during the sim? I am trying to do a shrinking effect using flip and thought this might be a good place to begin with. Unfortunately, animating particle radius scale on the flip object doesn't really work. If you have any other idea how to achieve the shrinking effect, please let me know. All help is appreciated. Cheers, b Edited August 25, 2017 by bifrost Quote Link to comment Share on other sites More sharing options...
John Svensson Posted August 25, 2017 Share Posted August 25, 2017 Try a geometry wrangle connected to the 2nd input in the flip solver f@pscale *= 0.99; Quote Link to comment Share on other sites More sharing options...
bifrost Posted August 25, 2017 Author Share Posted August 25, 2017 53 minutes ago, John Svensson said: Try a geometry wrangle connected to the 2nd input in the flip solver f@pscale *= 0.99; Thanks a lot John! That works like a charm. Can you explain the logic here please? Quote Link to comment Share on other sites More sharing options...
jamesr Posted August 25, 2017 Share Posted August 25, 2017 *= is a shorter way of saying @pscale = @pscale * 0.99; The wrangle evaluates at every timestep, so each time it does, it makes pscale be only 99% of what it was on the previous time step. That will make it get closer and closer to zero. Quote Link to comment Share on other sites More sharing options...
bifrost Posted August 25, 2017 Author Share Posted August 25, 2017 37 minutes ago, jamesr said: *= is a shorter way of saying @pscale = @pscale * 0.99; The wrangle evaluates at every timestep, so each time it does, it makes pscale be only 99% of what it was on the previous time step. That will make it get closer and closer to zero. I didn't know it did the calculation every timestep. It makes sense now. Cheers James! Quote Link to comment Share on other sites More sharing options...
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