jheffel Posted January 16, 2020 Share Posted January 16, 2020 Hi, I'm just learning how to use a water FLIP sim using a shark fin travelling through the water as an example. I'm currently running into some issues with the way the simulation is behaving and was hoping someone on here might have an idea of how I can approach adjusting it to get the desired result. I've got a shark with a fin sticking out of the water travelling forward and am looking to get some subtle ripples around the fin as it travels through the water. The current results I'm getting end up creating a large wave that follows behind the shark, and a section that sucks down around the body behind the fin. So far I haven't been able to reduce this effect. I've attached an example scene to this post. Any suggestions on how to make the surface of the water flatter as the shark moves through it would be greatly appreciated! odforce_flipExample.hip Quote Link to comment Share on other sites More sharing options...
Joshuazt Posted January 17, 2020 Share Posted January 17, 2020 Ill have a bit of a look at the hip file later today when i get some time. For now, id be checking your solver is set to swirly kernel instead of splashy kernel. Make sure you have enough sub steps in the FLIP sim, I wont comment on the suction around the body until i look at the HIP. Josh Quote Link to comment Share on other sites More sharing options...
jheffel Posted January 23, 2020 Author Share Posted January 23, 2020 thanks josh I ended up removing the body from my collision mesh leaving just the fin to skirt over the water and got the results I was looking for. Would still be interesting to see if there are settings in the solver that would produce the same effect for the whole collision geo though Quote Link to comment Share on other sites More sharing options...
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