Smicksus Posted September 8, 2023 Share Posted September 8, 2023 Hey everyone, I could really use your expertise right now, as I'm racing against a tight deadline and need to nail this down. I've attached a simplified hip file to this post (can't share the full setup due to legal constraints). So, here's what I need your guidance on: I'm aiming for a smooth and stringy effect, but I keep encountering those pesky "blobby" meshes that often come with fluid simulations. I've been experimenting with using stretched-out cubes scattered across simulated points that follow the velocity direction – it helps to some extent, but I'm open to any suggestions. (In this example, I've used a low number of particles to keep it light, but I've tried millions in my actual file without achieving the desired results.) The crucial part is ensuring that the UVs move with the same velocity as the flowing geometry towards the other object. How would you approach something like this? Perhaps there's a more straightforward way that I haven't discovered yet. I'm eager to learn and any help would be greatly appreciated. Thanks in advance! help_file.hip Quote Link to comment Share on other sites More sharing options...
hannes603 Posted September 11, 2023 Share Posted September 11, 2023 (edited) Maybe try the particlefromsurface node. you can adjust the influence rate to get away with some blobs example.mp4 Edited September 11, 2023 by hannes603 1 Quote Link to comment Share on other sites More sharing options...
Smicksus Posted September 11, 2023 Author Share Posted September 11, 2023 5 hours ago, hannes603 said: Maybe try the particlefromsurface node. you can adjust the influence rate to get away with some blobs example.mp4 1.05 MB · 0 downloads Thank you! I will try that. I've never used that node. But I'll try to see what it can do to help me. Thank you so much for your help. Quote Link to comment Share on other sites More sharing options...
Smicksus Posted September 11, 2023 Author Share Posted September 11, 2023 5 hours ago, hannes603 said: Maybe try the particlefromsurface node. you can adjust the influence rate to get away with some blobs example.mp4 1.05 MB · 0 downloads Wait, do you mean particlefluidsurface node? Because I can not seem to find that node? Quote Link to comment Share on other sites More sharing options...
hannes603 Posted September 12, 2023 Share Posted September 12, 2023 pop_fluid_surface_slide_2_objects_without_ray_node_uv.hip Quote Link to comment Share on other sites More sharing options...
Yader Posted September 13, 2023 Share Posted September 13, 2023 On 9/8/2023 at 9:37 PM, Smicksus said: Hey everyone, I could really use your expertise right now, as I'm racing against a tight deadline and need to nail this down. I've attached a simplified hip file to this post (can't share the full setup due to legal constraints). So, here's what I need your guidance on: I'm aiming for a smooth and stringy effect, but I keep encountering those pesky "blobby" meshes that often come with fluid simulations. I've been experimenting with using stretched-out cubes scattered across simulated points that follow the velocity direction – it helps to some extent, but I'm open to any suggestions. (In this example, I've used a low number of particles to keep it light, but I've tried millions in my actual file without achieving the desired results.) The crucial part is ensuring that the UVs move with the same velocity as the flowing geometry towards the other object. How would you approach something like this? Perhaps there's a more straightforward way that I haven't discovered yet. I'm eager to learn and any help would be greatly appreciated. Thanks in advance! help_file.hip 1.02 MB · 9 downloads Do you have any actual reference? As smooth and stringy can mean a lot of things Quote Link to comment Share on other sites More sharing options...
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