Jmg07 Posted February 12, 2022 Share Posted February 12, 2022 Hi, I'm using flip and my source is two separate spheres. They are fed into the flip solver and the output is then converted into a particlefluidsurface. The particlefluidsurface is one piece of geometry - but i'd like to apply two different materials - one for each of the original spheres. I tried the usual things - like creating a group for each sphere and then specifying a material for each group - but no luck. Thanks Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted February 12, 2022 Share Posted February 12, 2022 Hey Jack, you're on the right track. The group idea should work. Added 2 meshing ideas to the setup 2_fluids_0100.hiplc Quote Link to comment Share on other sites More sharing options...
Jmg07 Posted February 12, 2022 Author Share Posted February 12, 2022 (edited) @particleskull thanks - can i ask you about your setup - the nodes after the dopimport - how come you convert the flip sim to a vdb (after the sim has completed) - and then reshape it - and then convert it back to polygons? Edited February 12, 2022 by Jmg07 Quote Link to comment Share on other sites More sharing options...
dleonhardt Posted February 12, 2022 Share Posted February 12, 2022 1 hour ago, Jmg07 said: @particleskull thanks - can i ask you about your setup - the nodes after the dopimport - how come you convert the flip sim to a vdb (after the sim has completed) - and then reshape it - and then convert it back to polygons? The Particle Fluid Surface node does the same internally, just with VDB from Particle Fluid instead of VDB from Particles and quite a lot of extra steps. 1 Quote Link to comment Share on other sites More sharing options...
Jmg07 Posted February 12, 2022 Author Share Posted February 12, 2022 @dleonhardt thanks Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted February 13, 2022 Share Posted February 13, 2022 Hey Jack, it's exactly what Dennis said IMO Particle fluid surface is configured to work best with large scale and fast fluids. It tend to cause flickering in small scale setups so I think it's better to recreate it from scratch using only what you need Quote Link to comment Share on other sites More sharing options...
dleonhardt Posted February 13, 2022 Share Posted February 13, 2022 1 hour ago, ParticleSkull said: Hey Jack, it's exactly what Dennis said IMO Particle fluid surface is configured to work best with large scale and fast fluids. It tend to cause flickering in small scale setups so I think it's better to recreate it from scratch using only what you need The flickering in small scale setups comes from the VDB from Particle Fluid node inside and it's Influence Scale parameter. It tries to connect particles that are inside of the influence radius, which is pscale * Influence Scale, in a Metaball kind of way. You really don't want that for slow or small scale fluids, brute forcing it with more particles holds up better in these situations. 1 Quote Link to comment Share on other sites More sharing options...
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