johngeoffrey Posted June 28, 2018 Share Posted June 28, 2018 Hi everyone just a QQ, I'm playing with some variable viscosity on a fluid sim. I have a simple object (torus) that i've added some aa noise to to drive the viscosity, that's all fine but when i run the sim and the fluid drops to the floor the noise texture doesn't stick to the fluid particles. the particles pass through the noise texture and so their viscosity changes every frame. same happens if i just paint the color onto the geo, once the i start the sim the color attribute stays static in world space and the fluid just passes through it (if that makes sense). Anyway Im sure its something simple im overlooking but any help around how i can get the noise texture in sops to map and stick to the fluid in dops would be awesome. Cheers. Quote Link to comment Share on other sites More sharing options...
jon3de Posted June 29, 2018 Share Posted June 29, 2018 My attempt would be to turn off particle reseeding for fix point numbers and transfer the viscosity attribute from sops via solver sop. change_viscosity.hipnc Quote Link to comment Share on other sites More sharing options...
iFight4theUser Posted June 30, 2018 Share Posted June 30, 2018 I think if you store the original position as @rest. Then use @rest instead of @P in your aanoise, the texture should move as intended. Also, I think reseeding can still be kept on for this, as it will just interpolate the rest position from the rest positions around it.... But not 100% sure about that. Quote Link to comment Share on other sites More sharing options...
johngeoffrey Posted July 10, 2018 Author Share Posted July 10, 2018 Thanks Guys, @rest worked like a treat, just had to add the rest attribute in the flipsolver first. variblevisc_test1.hipnc 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.