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FlipFluid transfer Viscosity

 
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sliverfx
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PostPosted: Mon Nov 18, 2013 12:58 pm GMT    Post subject: FlipFluid transfer Viscosity Reply with quote

Hello,

I'm wondering since few weeks how to transfer viscosity attribute between 2 different object.

This is my file, I would like that my main water fluid (in blue) change the viscosity of my box (to create a water effect against a box of sand by example). In order to change my viscosity of 100000 to 100.



Thank you in advance for your help



rnd_transfert_viscosity_by_flip.hip
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Solitude
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PostPosted: Mon Nov 18, 2013 11:59 pm GMT    Post subject: Reply with quote

File attached. Simple ish setup. Just using an attribute of one group as a multiplier for the viscosity of the other. Would probably be better off doing this with fields, instead of the geometry. When the sim gets heavy it'd be faster. Very Happy


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Ian Farnsworth
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sliverfx
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PostPosted: Tue Nov 19, 2013 4:12 am GMT    Post subject: Reply with quote

wow thank you so much Ian ! It's perfect, your method is fast.

I'm wondering something about water and sand "Group" if I desactivate both the setup continue to work perfectly.
Was it just a test before the final solution ? Smile

Is it possible to explain to me quickly how work "blast1" and "blast2" ?

Thanks a lot.
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Solitude
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PostPosted: Tue Nov 19, 2013 9:53 am GMT    Post subject: Reply with quote

Yeah, I was going to put them in separate groups to separate them, but I ended up using viscosity instead. The one blast node has something like @viscosity>1 this tests for the point attribute on each point, and filters our the points for the blast node. The other one references this, but keeps the opposite set of particles... essentially giving you water and sand.
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Ian Farnsworth
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sliverfx
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PostPosted: Wed Nov 20, 2013 8:14 am GMT    Post subject: Reply with quote

It's Ok now after a good night. My Dop import in the sopsolver wasn't set as : single object (for my second test)

Thank you again for your help Ian.
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