Underwater hair simulation

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Hello,

I am a CFX td working on a water contact simulation.

I am looking for advecting my guides with a geometry of a flip simulation. I didn’t find a way of making it work for now and struggle with it so I am coming here to ask for advices.

What I am looking for is to move the guides inside the volume instead of colliding with it. I also have an issue with overiding mass in sop context of the vellum solver, when it’s working in one way (reducing the mass when the guides are inside the volume) but not the other way (when the volume is moving down the guides doesn’t recovers their original mass).

How would you guys approach it ?

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Advect By Volumes POP should be enough (or any wind type force), treat as wind and set air resistance to higher value so that it represents denser medium like water

There should me no need to mess with mass or gravity, those don't change in real world either
Tomas Slancik
CG Supervisor
Framestore, NY
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Alright I see, thank you very much for the suggestion. I tried the AdvectByVolumes without success, would you mind suggested me a link or a method for that ? I am not sure how I should convert the geo in vdb or volume, especially how should I set the velocity for making it work. In the context I will work from the geo and not the flip fluid cache.
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