Flip fluid RDB interaction issues

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I'm having difficulties trying to understand how to properly integrate rigid bodies into a flip fluids simulation. I'm quite familiar with RBD and starting to get the hang of flip fluids, but their interaction is causing me headaches.

In most examples I've found the only thing that is mentioned in this regard is setting the feedback scale to 1.0. While this indeed creates two way interaction between the solvers I'm getting all kinds of unpredictable and undesired effects and am unsure what to tweak to prevent them.

Some of the issues I've experienced:
- Rigid bodies bouncing on the water surface even though their density is higher than the water's density. (or sinking even though they are heavier)
- Rigid bodies jittering or suddenly exploding in random directions.
- Bodies that sink suddenly float after changing the fluid's particle separation.

I've tried experimenting with the various rigid body solvers and raising iterations and other settings, but I haven't been able to find what the prime cause of these issues is or how to consistently overcome them.

Since these issues pop up in various different test cases and seem mostly related to my lack of understanding on how these solvers are interacting with each other, I was wondering if there is any documentation regarding what to tweak to fix these kinds of issues?
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Hi, I have same issues.

do you know if there are tutorials about flip and Rigid bodys interactions?

thanks
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Hey, I had the same headaches but finally got it working to some extent:
https://vimeo.com/245450840 [vimeo.com]
Is it something like this you´re after? If so, I could make a brief runthrough +
dig out my scene file and upload it, just give me a few days …
Cheers!
…just
…evolving
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Oh, I was forgetting: Jeff Wagner already did an excellent 3-part tut on collisions a while ago, here are the links:

Part1: https://vimeo.com/252645795 [vimeo.com]
Part2: https://vimeo.com/254343083 [vimeo.com]
Part3: https://vimeo.com/255979341 [vimeo.com]

enjoy …
…just
…evolving
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