nikolaidigital Posted February 18, 2021 Share Posted February 18, 2021 Hey there, I've encountered imo strange behaviour with my flip Sim. I got Liquid running down stairs. The Liquid should be a bit viscous so I introduced the attribute on SOP Level. For the collider I used volume collisions and a pretty high-res (.002 voxel soze on a 5m Stair) VDB to which I am pointing in my Static Object. When I simulated the liquid with f.e. 100000 viscosity (I tried values from low to super high) its just behaving like water. As soon as I decrease the resolution of my collider it works as expected, or If I increase the resolution of my Flip Sim while leaving the high-res collider as it is it also works as expected. My Question would be: Is there a dependecy between the resolution of the collider and the fluid? does a low res fluid not work properly with a high-res collider? I thought the more resolution on my collider (not too much to keep it efficient) the better. But it seems like that is causing issues -- in my case the solver ignoring the viscosity and the fluid splashing like water while showing correct viscosity values in the GEO Spreadsheet... Thanks in advance and stay safe! Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted February 18, 2021 Share Posted February 18, 2021 That's super weird. Can you share the file by any chance? Quote Link to comment Share on other sites More sharing options...
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