Mask woth particle attribute

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Got a flip fluid setup where I need to slow down smaller chunks of liquid. I've built a scalar field that describes where I want a drag field to act. Basically I want this field to drive a mask for a drag field. But the drag gives no effect.

I wonder if maby the grids gets calculated in the wrong order? What would be the proper way to plug this chain together? Currently I got the scalar field calculations plugged into the flipsolvers post solve plug and the scalar field create node chained to the mask node.

Cheers!
B.Henriksson, DICE
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I would do this in the POPSolver for FLIP. Inside of a VOPPOP do a volume sample to check what drag to apply and then “manually” add the drag to the velocity and by manually i mean multiplying it with 0.90 or something that works good.

No idea how to solve your initial setup unfortunately.
Drive, monkey, drive!
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