Artur J. Żarek


About Me



Recent Forum Posts

Can't find the leak in my geometry, March 14, 2018, 9:55 a.m.

Andi, I think I was partially wrong in my post. I just realized that because time scale is set to 10 in your scene, you should also increase number of substeps in flipsolver. This makes collisions resolve properly and gets rid of the “leak” effect. No need to tweak particle scale after all.

Can't find the leak in my geometry, March 12, 2018, 3:29 p.m.

I'm not a flip expert so I might be wrong, but I think the scene scale is to be blamed for the “leaks”. I'm putting this word into quotes because I believe there are no leaks in the geo, it's just the impression we get from tiny (when compared to over 62 meters tall and 158(!) meters long collision geometry) fluid particles slowly bunching up together before they reach enough volume to pour over the first wall.

I pumped up the particle radius scale from 1.2 to 4 and brought timescale back to 1 (this is optional) and the leak effect disappeared.

However, decreasing the scene scale to something more reasonable is probably a better solution.

Randomizing Materials with Switch node March 12, 2018, 12:42 p.m.

Check this example out.

EDIT: Ah, ok. Seems like you already solved it.