Dynamic sim terminal velocity

   1390   2   1
User Avatar
Member
152 posts
Joined: Jan. 2014
Offline
Dear Forumers,

I wondered how one can setup a terminal velocity when gravity is a force within a dynamics sim. Obviously terminal velocity is very complicated in reality but I was wondering if there is a simple way to cap max velocity of simed objects.

Currently I am using particle fluids to simulate raindrops so the answer for this type of sim is preferable.

Thanks,

Nick.
User Avatar
Member
8622 posts
Joined: July 2007
Offline
for more physical solution, just use Drag POP as that's what's happening in real life, terminal velocity is reached when drag force cancels gravity
not sure if drag computation takes into account pscale to compute real area of the particle, but even if not you have plenty of control by tweaking all the drag properties in Prop Property/Dynamics and varying mass to achieve customized effect per particle

for non-physical solution you can just yse POP Speed Limit to clamp the speed
Tomas Slancik
FX Supervisor
Method Studios, NY
User Avatar
Member
152 posts
Joined: Jan. 2014
Offline
thanks. will try that

  • Quick Links