haggikrey
Jan. 14, 2008 16:23:48
I'm trying to fill a glass with fluid. I'd like to push it glass later so it falls down and the fluid pours out on the table.
To do this my first choice is a particle fluid solver because I dont have any restriction of a fluid box.
Now I have two possibilities:
1. Create object and let it emit fluid particles until they have filled the glass
2. Create an object inside the glass e.g. a tube and use it to create an object particle fluid so that the particles flow into the glass.
Do you recommend one method? Or another approach? Because it really needs a lot of time until the fluid settles down.
haggikrey
Jan. 14, 2008 16:46:33
This is my first approach.
The glas is not active right now and I have a particle separation of 0.02.
This settings need a lot of memory. At the moment I need 1.4GB of ram, thats a lot for this simple scene I think.
Is there a way to see how many particles are created in the fluid particle object?
probbins
Jan. 15, 2008 07:01:23
I'd make the particle separation much bigger, since this is a test.
The settling is something you will have to accommodate, but I'd move the particle fluid down so it is touching the bottom of the glass.
haggikrey
Jan. 15, 2008 17:28:06
Good advice.
Do you have an idea if the high memory demands are normal with this quite simple scene?
probbins
Jan. 16, 2008 19:33:26
haggikrey
Is there a way to see how many particles are created in the fluid particle object?
Create a Details Tab, it has two columns.
Go into the Dop network and you should see in the left column a “directory tree” of nodes. If you expand those you will see sub-directories, with one of them being Geometry. Click on that one and the right-hand column will list the points in that node.
probbins
Jan. 16, 2008 21:25:20
A couple of other things to try.
In the ParticleFluid Object dop
Set the Particle Separation to 0.15
Rest Density to 1500
Then change the Initial Configuration to Tetrahedral rather than Grid.
You should see that the settling is less.
Now in the ParticleFluidSolver, in the Internal Forces tab, increase the
Gas Constant to 1420.
The gas constant is kind of like a scale definition for how big the space is that the forces should act on. It's easy to overlook but something you should play with.
There are no rules or default settings to work from. Look at some of the example files that are close to what you are attempting and try emulating those settings.
Finally, here's an alternate way to build your glass that uses a carve sop to construct the container for the particles. This ensures that it fits inside the glass without a bunch of fussing.
haggikrey
Jan. 17, 2008 17:16:39
Thanks a lot. I'll have a lot to learn.
Isnt the separation of .15 a bit high if I want to get a detailed fluid? Especailly as soon as my glass will be hit by an object and the fluid will be flow around?
probbins
Jan. 17, 2008 17:58:12
Sure it is, but you will be fussing with this for quite some time, getting the action the way you want. For initial tests I'd likely bump it up even higher. First you want to get a very general idea of how to set everything up to get the motion that you are after. Then lower the separation to get just a bare minimum surface to see if the fluid splash is doing the right thing.
The lower that separation parameter the longer you are going to wait for each simulation pass.
Keep in mind also that building the surface is a separate, expensive cook, from the simulation.
haggikrey
Thanks a lot. I'll have a lot to learn.
Isnt the separation of .15 a bit high if I want to get a detailed fluid? Especailly as soon as my glass will be hit by an object and the fluid will be flow around?