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okay... I have another issue i am tryin to create a pool surface witch is overflowing from the front and the right side and im using a box as the top of the surface and with liquid source in brush mode with polygon id of 2 im letting the water flow and i excluded the walls of the pool from interaction so i can get the effect that i want ... i kinda get it , the only thing is that as a real water flowing im not gettin the effect of straight down falling water, it is shrinking right after falling from the box , so im asking is there a way to make it fall straight down without gettin this effect (its realistic but in my case i dont want that) and one more thing:
I applied the ocean texture from the simulator for the liquid so i can get a good pool surface but when i try to see hows looking in the mesh mode i dont see any texture applied , also in render...
Thanks alot in advance !
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for the screenshot , right now im not able , im simulating , but if i get the same effect ill post it.
Im trying to get this effect of the fallin water into the skimmer or whatever the name of the thing is that the water flows into it haha instead of fallin water straight down i get a little squeze right after getting out from the box and then spreading like it has to
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it's very easy to get grid artifacts when thin sheets are involved.
so, i suggest you to take a look to the attached scene, it is a very simple setup of that you are trying to do.
nightly build access is needed, because i;m using some features that are not present in the official build.
so, what causes the water to slide over the wall instead to fall directly? this is a force of cohesion that phoenix does not have directly. however it has a feature very similar to it, usually applied for morphing purposes, but very suitable for your case. i'm speaking about the attractive forces, this is the way to make your liquid to stick to the walls. see the attached scene. the liquid forms astable thin layer over the wall, however it is too uniform, perhaps some noise have to be added, or may be splash. first adjust it over this small test piece, then extend the simulator up to the needed size.Attached Files______________________________________________
VRScans developer
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