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  • LiquidSrc Question or possibly problem



    Hey Everyone,Short time lurker, first time poster.

    What I'm trying to do is simulate a jet of water emitting from underwater (up through the surface)basically a large fountain type effect caused by an underwater explosion viewed from above the water. So after the momentum of the initial discharge has faded the water should fall back down and splash in the pool. What ive done is animated a liquid source to do the initial discharge from a surface force object with a specific Polygon ID. The discharge works great,but no mater what I seem to change the water never comes back down to earth. It just seems to hang in midair. Am i missing something very obvious or is this a bug?

    File attached if anyone has any thoughts.



    Attached Files

  • #2
    Hey,

    If it's Liquid or Splash particles, then you have to check the gravity or the scene scale parameters (respectively under the Dynamics and the Grid rollouts) - if the gravity is too low or the scene scale is too high, it will take a loooong time for the particles to fall back down. If these are foam particles, then there is a dedicated option for that - falling speed under the Foam rollout. You can determine which particles we are talking about from the Preview rollout's particle preview settings.

    Hope this helps
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      Thank You Svetlin the scale was the problem,very much appreciate the help!

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      • #4
        Yay, glad this helped Cheers!
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          I am having issues along these lines as well. I am simulating a sweep spray in real world scale, and the emitters have to line up with the nozzles in order to get the spray pattern I need. This means I have many 1/32 in emitters in one liquid source.
          When I create a liquid simulator, the scale defaults to a little over 200, and I can't get every emitter to emit a stream of particles until I have about 350,000,000 cells in my grid, which slows things down significantly. The spray pattern come outs almost perfect, but at that scale I need to tweak a lot of the dynamics.

          I never had this issue with Real Flow or pFlow, because I was able to designate a group of vertices to emit particles along their normals. How can I go about simulation something like this without having to have so many cells in my simulation slowing everything down?

          https://markfonzen.artstation.com/projects/62ZAO
           

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