Is there a fluid Meshing Masterclass?

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Not so much for tanks and oceans, but for fluid splashing on objects and running off, like blood and high detailed rain drops.

I'm always getting unusable amounts flickering and holes popping in and out as the sims run out of energy.

I noticed there are a number technical papers on solving thin fluid sheets, but I have no idea how create a solution that would work with FLIP sims. Maybe there's already a solution built in and I just don't know how use the settings?

I've tried bypassing the default fluid compress node, as well as played with various settings on the particlefluidsurface node.
I lowered the voxel scale enough to create 6 million points.
Lowering Influence scale seems to make the fluid really bumpy.
Lowering the droplet scale starts to introduce more rand holes.
I tried setting Adaptivity to all the way to 0.

Lower the particle separation in the sim changes the behavior of the sim, and increases the solving time and file size exponentially

T
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I always struggle with flicker when I use Flip.
One trick I use is upping the “Particles Per Voxel”(+1-2) “Surface Oversampling”(+10-20) and “Oversampling Bandwidth”(1.5-2) under reseeding.

https://vimeo.com/228926167 [vimeo.com]
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