Rising wax from candle.

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Hi guys,

I have a couple of issues with my project.

What I want to accomplish is wax rising from a candle in interrupted streams and it has to be able to loop every 10 seconds.

The first issue that I'm having is that the particles that I don't want anymore, are not being killed by the POP Kill.
I want to kill particles that are older than 3 seconds and barely move anymore.
As you will see in the .hiplc, I am first grouping particles that are older than 3 seconds.
Then from that group, I group the particles that have a velocity length of lower than 0.5.
This is to prevent getting these very long and thin streams of wax.
I would like to have shorter streams as those that I get at the start of each stream and that they then just cut loose from the candle instead of these constant streams.

I had found this thread [sidefx.com] in which they mention to put an * in one of the group nodes.
I did that on my initial group node, as I source from other groups down the line.
But that didn't help.


My second issue is that I would like to get different velocities for the different streams of wax.
I'm not quite sure how I could assign multiple velocities to groups of particles within the same simulation.
I currently set the gravity in the positive direction, but I'm guessing I'm going to need something else eventually.

Or should I just create particle simulation for each stream of wax?


Thanks in advance!

Eckxter

Attachments:
Candle.zip (1.3 MB)

- A little nonsense now and then, is relished by the wisest men.
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I have now removed the group nodes and just put in VEX rules to set particles' dead value on 1.

I have used all of the following, but none seemed to kill any particle.

if (@age >= 1 && length(@v) < 1)
{
dead = 1;
}
———————————
if (@age > 1)
{
dead = 1;
}
———————————
dead = @age > 1 && length(@v) < 1;
———————————
dead = @age > 1;
———————————
dead = length(@v) > 0;
———————————
dead = @age > 0.5;

I made sure that I activated Age Particles on the Solver.
But even then, killing them purely on age for the sake of testing doesn't kill any particle.

And killing them when velocity length is larger than 0 also does nothing.

I really don't understand why it's not working.
And I have the feeling it's going to be something very minute.
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I took a different approach and got rid of the need to kill particles.

Now I would like to know if there is a way to calculate the amount of particles in a group af seperated fluid particles.

I'd like to make it so that drops of fluid with less particles travel faster than drops with more particles.
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I tried to do something with density with GAS solvers, but I couldn't get it to work.
I'm probably just doing something wrong, but I don't know as I do not have a lot of experience with and understand of GAS solvers.

So just to try and make it understandable;
The thing I would like to get is calculate the amount of particles in a separated bunch of particles.
Imagine a large body of fluid particles and now and then a bunch of particles rise up and detach from it, creating smaller bodies of fluid.
What I'd like to put together is something that would detect each of these bunch of particles and tell me the amount of particles that each body of fluid has.
So I suppose basically the mass of each of them.
Then each particle of its fluid body would get the mass assigned to it, which I would use to control its velocity.
With that same attribute I could drive a color value so that each fluid body has a different color.

I hope that's a bit clear.

Any help or tips on how to accomplish something like this would be highly appreciated!

Thanks!
- A little nonsense now and then, is relished by the wisest men.
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