Liquid fluid emitter

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Hello Everyone,

I am trying to wrap my head around the liquid fluid emitter and I have a sphere scaled down in my scene to 0.02 xyz that I am emitting from. However, I can't get the actual particle fluid volume to scale down to the same size.

If anyone has ideas, or pointers I'd appreciate it a lot.


Screen grab:
https://www.dropbox.com/s/76izq8adc6vtkqo/liquidSim.png?dl=0 [www.dropbox.com]

HIP:
https://www.dropbox.com/s/jrhl2csqsgcredm/DW_hero.zip?dl=0 [www.dropbox.com]

Attachments:
liquidSim.png (939.7 KB)

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It seems that the liquid emits just fine and behaves proper off the bat at scale 1,1,1, but when you scale the emitter down from 1 to say 0.1 or 0.2 the fluid starts behaving funky. Any pointers as to what attributes in the AutoDop and ‘create_surface_volume’ to play around with to compensate the for the scale down would be super helpful as well.
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Hey Christian, try reducing Edge Location in the Create Surface Volume/Scalar Volumes/SDF From Geometry tab. Otherwise, the main factor in the quality of your sim is going to be Particle Separation, in the Dop Network/flipfluidobject.
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