gpapaioa Posted January 6, 2019 Share Posted January 6, 2019 (edited) Playing with vellum and FLIP, trying to create floating vellum objects. a. Using a simple Merge node with Mutual Collide Relationship, works for the Rigid Body solver but not for the Vellum solver. b. The vellum object doesn't collide at all with FLIP but when turning the Merge node to LeftAffectsRights, collision works but as expected no feedback force from FLIP. Any ideas? Thank you. Edited January 6, 2019 by gpapaioa Quote Link to comment Share on other sites More sharing options...
Noobini Posted January 6, 2019 Share Posted January 6, 2019 (edited) but surely if you 'mesh' your fluid....then that mesh is just another 'collider' to Vellum, ie. in particlefluid, particlefluidsurface...I would feed that into Vellum as a collider.... EDIT: hmm..while it sounds nice in theory...in practice, I guess because the mesh geo have changing point counts / topology....it doesn't play nice as collider as I would have hoped. (in my little test that is...I'm using a sphere emitter....while if you are using a tank....maybe the point counts won't change ? dunno) Edited January 6, 2019 by Noobini Quote Link to comment Share on other sites More sharing options...
Jesper Rahlff Posted January 6, 2019 Share Posted January 6, 2019 52 minutes ago, Noobini said: EDIT: hmm..while it sounds nice in theory...in practice, I guess because the mesh geo have changing point counts / topology....it doesn't play nice as collider as I would have hoped. how about using a proxy SDF volume as your collision object for Vellum? Quote Link to comment Share on other sites More sharing options...
gpapaioa Posted January 7, 2019 Author Share Posted January 7, 2019 Hello Jesper, My problem is not collision. Collision is working fine when you turn the relationship between the vellum solver and the FLIP solver to LeftAffectsRight. The problem is how the vellum and FLIP solver will work parallel like the the RBD solver. The soft body should collide with the FLIP particles but the FLIP should also apply the feedback force on the vellum DOP object. Quote Link to comment Share on other sites More sharing options...
rav3nclaw Posted February 6, 2019 Share Posted February 6, 2019 Iam following this thread, since i ran into the same problem, any ideas on how to make this work? Quote Link to comment Share on other sites More sharing options...
scaduxx Posted June 7, 2020 Share Posted June 7, 2020 any progress on that ? Quote Link to comment Share on other sites More sharing options...
gpapaioa Posted June 7, 2020 Author Share Posted June 7, 2020 Haven't tried it again @scaduxx. In case I will have some progress I will let you know. Quote Link to comment Share on other sites More sharing options...
Yung Tokyo Posted November 18, 2020 Share Posted November 18, 2020 I have been also looking into combining Vellum and Fluid. Found this tutorial. Maybe it's a way to tackle the problem?: Quote Link to comment Share on other sites More sharing options...
Follyx Posted December 17, 2020 Share Posted December 17, 2020 for combining different aspects of simulatios there is a really good tutorial side for it: https://www.youtube.com/c/DiffuseFX/videos Well, here pyro and flip, but in conjuction with the one above its going the wright way, tried it by myself. Quote Link to comment Share on other sites More sharing options...
bjzhangzhe Posted July 11, 2021 Share Posted July 11, 2021 (edited) i have tried this pyro+vellum method from here:https://www.youtube.com/watch?v=A3GuIrMF2t8&t=1907s,i recreate it with a quick small scene for flip+vellum,and it also works. Edited July 11, 2021 by bjzhangzhe Quote Link to comment Share on other sites More sharing options...
icreateeffects Posted September 30, 2021 Share Posted September 30, 2021 Hey @bjzhangzhe can you please share the basic test file ? I tried to follow the video but it doesn't work for me, for vellum + flip feedback interactions. Thank you. Quote Link to comment Share on other sites More sharing options...
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