Váša Rolník

VasaRolnik

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Can't fill object with Flip fluid above the emitter Oct. 26, 2017, 4:23 a.m.

Hi,
correct me if Im wrong, but this seems to work only for filling really narrow spaces. When I need to fill a larger object from a tube, coming from the bottom, even if I set the divergence REALLY high (100 nad more), it doesn't fill the object to the top.
Also it becomes very unstable (particles shooting out)'.
And more imortantly - if I somehow do get it on the level I'd like, when I stop adding the divergence, the fluid's waterlevel just goes down like if no divergence was added.. So it's impossible to maintain the waterlevel where I need it..

On the narrow colliders it works perfectly - you animate the divergence to zero, when the fluid reaches the waterlevel you desire, and it stays there. But not with wider fill objects and small emitors.

Anyone knows how to solve this?

I already wrote here (https://www.sidefx.com/forum/topic/45707/?page=1#post-235317) and altered Jeff Wagner's setup, where even with enlarged emitor, it's impossible to fill and keep the fluid up.

Thanks for any advice!

Flip Fluids Stop Filling Oct. 25, 2017, 6:01 p.m.

Hi,
I tried your example and it worked like a charm with a narrow glass. But if I widen up the radius of the collision glass, then it doesn't work the same..
Even If I enlarge the emitor, the divergence isn't enough.

And a bigger problem is :
With your narrow version, when you animate the divergence sourcing to 0, the water level stays and doesn't go down. In my wider version, the water level drops as if no divergence was added to the sim..

How can I make the water level rise even in wider pools and more importanly, how can I keep the water level exactly where I want it?

Thank you!

Vertex Animation Export Sprites - missing particles and non-working Color map Oct. 25, 2017, 12:35 p.m.

Hi, Mike!
Thanks for the answer!

Yes, I thought it will work like that, I just wasn't sure about the best aproach though.
Thanks for clarification!

Bye, Vasa.