Hello all,
I'm trying to create a thin wall of falling water with enough turbulance and white water to keep it interesting. It should be calming but the popping of the mesh makes me feel anxious.
I've read that increasing substeps and reseeding would help but I'm still getting the same popping effect when the particles become too far apart and the mesh needs to split.
I understand that at some point a hole needs to be made when particles get too far apart but how can I make this process much more gradual and smooth like in real life? It looks to be going from no hole to a hole 5 inches wide with no inbetween. I'm sure there must be a cleaver way to do this post sim in the meshing process?
It's visible in the render bellow.
And more noticable in the viewport also attached bellow.
I've uploaded 100 frames of the Fluid Compress here if anyone is willing to take a look and show me a better way to mesh it.
https://drive.google.com/drive/u/0/folders/1kWzx1hrDTysRXDYnjSWMRtlU2yycd1v1 [drive.google.com]
Any advice on this will be very helpful thank you!
RS
Popping Mesh - Flip Waterfall
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- R_Stewart
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- CYTE
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- R_Stewart
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- CYTE
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- R_Stewart
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- R_Stewart
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I ended up getting a pretty smooth result. I probably cranked the stettings a bit high but at least it's on the right track now. .0035 particles separation, 2 & 4 substeps, default reseeding. Going to 200fps to avoid post slow mo imperfections.
Thanks for your input @CYTE I thought is was mostly a meshing problem. I'm sure there are many ways to fix it but throwing computer power at it seems to work for me! ha
RS
Thanks for your input @CYTE I thought is was mostly a meshing problem. I'm sure there are many ways to fix it but throwing computer power at it seems to work for me! ha
RS
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