Home Artists Posts Import Register

Content

I've been wrestling with fluids yesterday and today >_> I'll have to review it further, but I think I have the soft body physics looking good (more on that later!)

For now here's some fluid tests. I believe I talked about this before, but something I've tried doing that seems to work pretty well-ish is animating the inflow object.

It doesn't look as good at a lower resolution (but it also doesn't take a million years to see whether or not values might be good or bad!)

It happens over the course of 4 or so frames, but the fluid object a possible assortment of string-shaped things and some spheres.

You can see it better here:

The trick that I'm still trying to figure out better is having the force field objects (that move the fluid in the simulation) be strong enough to continue the movement at the same speed the animated fluid object suggests.

Doesn't look good but this was an earlier test.

I still have a weird understanding of the fluid settings.... viscosity is weird and at the lowest possible one, causes bits of liquid to stick to the domain and stay there. "Sheeting" helps with eliminating some of those single dots seen above, but it's still weird because it works by adding more fluid particles where there might be gaps based on a distance.

I do think I'm starting to get a better handle on it (also, with using alembics has greatly helped with this, since I most of the animation doesn't have fluids being simulated. Like for the gif in the header, I simulated a dozen or so frames and exported the fluid as alembic, which can be played back later without needing simulation!)

Tomorrow I'll be trying to some of the [J][I]ZZ which will hopefully be fun~

Files

Comments

No comments found for this post.