art3mis Posted December 10, 2019 Share Posted December 10, 2019 (edited) So this has been mentioned in a few other threads but need some guidelines. My understanding is that FLIP has issues (unstable, flickering, collision, etc) for "small" scale simulations. By that I assume means anything under roughly a metre in largest dimension. What are some suggested starting points for scaling up your simulation for FLIP if its say, roughly a foot or so in diameter. 3X? 10 X? And what about speed to compensate. If you increase the scale 3X do you also need to speed it up 3x as well? There is also Spatial Scale on Solver and was wondering as a first step if i should try reducing to say .1 before I do anything else? Edited December 10, 2019 by art3mis Quote Link to comment Share on other sites More sharing options...
kleer001 Posted December 10, 2019 Share Posted December 10, 2019 From what I understand the "small scale" is the size of the resolution. So, I guess, try to keep it above 0.01 and scale your scene around that. As for speed all you need to do is follow your reference. Eye-ball it. Quote Link to comment Share on other sites More sharing options...
anim Posted December 10, 2019 Share Posted December 10, 2019 (edited) for speed compensation you usually just want to scale your forces like gravity -9.81 for m scale and -98.1 for dm scale, of course you may need to increase substeps as the "smaller" the things are the bigger distances they travel relative to their scale (at least for default FLIP, when is ignoring some important physical aspects like drag, etc..) Edited December 10, 2019 by anim Quote Link to comment Share on other sites More sharing options...
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