Hello all,
i have an animated object that I am using as a collision object in a smoke simulation. I find that I “loose” a lot of density that gets stuck in the colision object.
I have a feeling that I might improve on this by making sure the collisionvel field (which I think is used by the Gas Enforce Boundary node) is filled in correctly.
unfortunately, I cannot find a way to fill this. I have a geometry object that has some animation at the object level. How should I go about getting the velocity from the object and getting it in the collision velocity?
Any help is appreciated,
Koen
Filling in the collisionvel field in a smoke setup
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- koen
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- koen
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- 795 posts
- Joined: April 2020
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- koen
- Member
- 795 posts
- Joined: April 2020
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Thanks! I thought I had seen that toggle somewhere, but I was staring to much to find it :-)
Unfortunately, it did not solve the problem,I am still losing all of my density.
I'll keep trying and if I find something I will keep you posted (I am considering adding a setup derived from the target driven smoke setup from an earlier thread to add forces that push the density back into empty space.)
Thanks again,
Koen
Unfortunately, it did not solve the problem,I am still losing all of my density.
I'll keep trying and if I find something I will keep you posted (I am considering adding a setup derived from the target driven smoke setup from an earlier thread to add forces that push the density back into empty space.)
Thanks again,
Koen
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