FlipFluid transfer Viscosity

   4802   4   1
User Avatar
Member
22 posts
Joined: Oct. 2012
Offline
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

Attachments:
rnd_transfert_viscosity_by_flip.hip (1.5 MB)

User Avatar
Member
373 posts
Joined: March 2009
Offline
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.

Attachments:
rnd_transfert_viscosity_by_flip_fix.h13.227.hip (1.5 MB)

Ian Farnsworth
User Avatar
Member
22 posts
Joined: Oct. 2012
Offline
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 ?

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

Thanks a lot.
User Avatar
Member
373 posts
Joined: March 2009
Offline
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.
Ian Farnsworth
User Avatar
Member
22 posts
Joined: Oct. 2012
Offline
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.
  • Quick Links