Jump to content
Sign in to follow this  
Hans Peter

Increase flip vel on static collider

Recommended Posts

Hey, 

do you have a tip on how to increase collisionvelocities of flip when colliding with something static? I tried putting "collisionvelscale" onto particles, increase the value around collision areas and put it back onto the field. Didnt work. 

Share this post


Link to post
Share on other sites
Posted (edited)

Try adding point normals to your static geometry, then assign those normals to v@v.

v@v = @N;

This will provide something other than zero for the solver to multiply against.

fluid_velocity.gif

ap_flip_static_collider_velocity.hiplc

Edited by Atom

Share this post


Link to post
Share on other sites

I can add external forces, sure. But do you know a way to work directly with the collisionvel or collisionvelscale? I'm wondering why its not working. I created a particle group near the collision area and passed the collisionvel or velscale onto those particles, increased th values and noised them up a bit and transferred the stuff back to the field. 

Share this post


Link to post
Share on other sites
Posted (edited)

collisionvelscale is the parameter on the solver. Don't pass that, pass v@v on the surface of the collision object. Without the v@v attribute present, the collisionvelscale seems to do nothing. Once you add the attribute to the collision points, it begins to work.

The first GIF I set collisionvelscale to 10.0 This one I set it to 0.1.

fluid_velocity.gif

Edited by Atom

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×