Okay, so I tried to create a boiling water effect. Basically I think there are two ways to create discrete bubbles,
- with incompressible fluid or
- with geometry collisions
Default sim with moving bubbles is this one loosing_volume_default.mp4. You can see how the volume is smaller at the end of the sim
Next I tried to compensate it with a gasequalize microsolver what seems to work even if it looks as if it would first loose volume and then go back to the original again: loosing_volume_equalizer.mp4
And finally I tried the divergence field approach: loosing_volume_divergence.mp4
Seems to work somehow but maybe it's still too much. I attached the hip file as well.
So my questions if anyone is interested:
- Why does the flip sim loose volume with moving colliders at all?
- Are these methods (maybe I could try to increase the particle radius scale as well) the only way to keep the volume? Feels like cheating. Or am I simply missing some details in my flip sims?