Netvudu Posted December 10, 2008 Share Posted December 10, 2008 (edited) Hi there. As I write here, I Edited December 10, 2008 by Netvudu Quote Link to comment Share on other sites More sharing options...
aracid Posted December 10, 2008 Share Posted December 10, 2008 Hey The feeling I have against using a SDF solution to this problem is the resolution u are going to need to achieve any detail, ie if the blood is Not flat, then your sdf cube will have it if its dripping from any height. I also found that the sdf lost a little bit of volume. What about using particle fluids (SPH) with a higher viscocity ? Quote Link to comment Share on other sites More sharing options...
Netvudu Posted December 10, 2008 Author Share Posted December 10, 2008 (edited) Yeah, my first results say you are quite right as too much detail will be needed for what I need and worse, the results ain Edited December 10, 2008 by Netvudu Quote Link to comment Share on other sites More sharing options...
stevenong Posted December 10, 2008 Share Posted December 10, 2008 You can paint friction on the groundplane or paint force vectors on a geometry which is used with a Field Force DOP to encourage the fluid to flow in the direction you want. Cheers! steven Quote Link to comment Share on other sites More sharing options...
Netvudu Posted December 10, 2008 Author Share Posted December 10, 2008 ooooh...that sounds amazing. Thanks Steven. Tomorrow when I reach work I will try it with some simple examples to check if I can do it. I would try now, but the current sim it Quote Link to comment Share on other sites More sharing options...
rob Posted December 11, 2008 Share Posted December 11, 2008 You can paint friction on the groundplane or paint force vectors on a geometry which is used with a Field Force DOP to encourage the fluid to flow in the direction you want. Now that is interesting, I have managed to use paint before to define where I would like particle emissions. Would it be simple as painting $CR and then having the field force read that value ? Please do tell Jason ! Quote Link to comment Share on other sites More sharing options...
AdamJ Posted December 12, 2008 Share Posted December 12, 2008 How about some good 'ol pops with ground collisions/force objects and interact pop? Keep emitting particles to keep the pool growing and use collisions/forces to steer it. Fluids are great for 'fluids'.. if you need to precisely control the effect it's probably easier done with pops; and you'll be able to do more iterations. You could even draw some curves for the blood particles to follow.. attrib transfering the curve tanget to particle velocity.. just some ideas. Quote Link to comment Share on other sites More sharing options...
Netvudu Posted December 17, 2008 Author Share Posted December 17, 2008 (edited) Thanks AdamJ. I SDFPoolTest2.mov Edited December 17, 2008 by Netvudu Quote Link to comment Share on other sites More sharing options...
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