gangland Posted December 31, 2021 Share Posted December 31, 2021 (edited) Hi I building an flip simulation that has a shore. i using ocean source sop, in the the second input it has the ("colission geometry") that ive plugged in order to kill the points inside collision geometry. In dop i created the static object to use as collider against the flip particles. I using narrow band to fill an layer of the surface. Here's the problem, when the simulation start the particles goes up to the collision geometry and its leaking non-stop messing the whole simulation. Ive messed with all the parameters but the problem still occuring, ive a felling that it has something with the narrowband, it must have a way to fix that please help me. simple hip file: narrow_band_flip.hip Edited December 31, 2021 by gangland Quote Link to comment Share on other sites More sharing options...
FunnyName Posted January 3, 2022 Share Posted January 3, 2022 Hey Gabriel, In your collisionsource2 node, volume tab, I reduced voxel size to 0.05 from 0.5. It helped a lot. Try it . Quote Link to comment Share on other sites More sharing options...
gangland Posted January 6, 2022 Author Share Posted January 6, 2022 On 1/3/2022 at 3:26 AM, FunnyName said: Hey Gabriel, In your collisionsource2 node, volume tab, I reduced voxel size to 0.05 from 0.5. It helped a lot. Try it . Hey Pranav, i did you call and somehow the problem persists, it seems a bug. i did an turnaround that worked for me. in the dop level, i create an delete rule of everything above the ocean surface, then after i few frames i excluded this rule. it works great this time. thanks for the tip Quote Link to comment Share on other sites More sharing options...
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