I hope you all find this useful, and can discover ways to improve on the technique! Been using this trick for a while, and while it has it's downsides, seems to be the best way currently to get these kind of detailed sims to mesh properly. I'm sure there are better ways to do this, and am curious to hear how others are handling this problem.

All sim and meshing settings are identical, only reseeding was adjusted.

Pros:
- Better surface detail that requires less post-smoothing
- Helps prevent unwanted tearing/holes in stretching viscous sheets
- More points to carry detailed per-point attributes for color/temperature etc, useful for transferring back to mesh

Cons:
- Can change the character of a sim drastically
- Volume gain issues with splashier low-viscosity sims
- Increased memory comsumption for particle cache

Thanks for watching!

--Dave

COMMENTS

  • Alfredo _ Brite Bone 1 week, 4 days ago  | 

    hello,
    excuse me the question since I want to learn,
    but where is that the FLIP solver button ?

    because in > "Viscous Fluids" it is not,
    and in > "Particle Fluids" it is not either.

    or is it a nood ?

    • VasaRolnik 1 week, 4 days ago  | 

      Hi, it's in the particle fluid shelf tool.
      Create a sphere, change to a "particle fluids" shelf, click on "emit particle fluid" (it's third button from left), select the sphere, if you didn't have it selected and press enter twice.
      Then click the "make viscous" button (9th button from left) in the "particle fluids" shelf and select the flip object, that was just creeated.

      Control the viscosity globally on the flip solver node under "volume motion" tab and "viscosity" subsection or per-particle by adding a viscosity attribute on the fluid emitor particles.

      Hope that helps.

      Bye!

  • amaya3066 1 week, 3 days ago  | 

    Anyone have a simple explanation as to why this works?

  • eiennosuigin 1 week, 1 day ago  | 

    I also want to know the reason we increase that two values then it works

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