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  • Small overflowing water feature

    Hi there,

    I had a view of doing a small overflowing water feature, one of those little ones that sit on a table and just bloop and gloop away and water just spills over the edge into the base and then back up and over... so what I did to get an awful result.

    Created a pot that holds the water. Created a cylinder in that to be used as a initial fill object. I have an emitter at the bottom that emits to fill the volume and then over flow it.. amazing in principal.

    When I press sim, the volume as the initial fills basically falls down into the pot (even though it fills the whole interior) then whooshes back and blows out the top. The emitter in the container doesn't seem to have any impact on filling the container to then just have it over flow.

    firstly, what's wrong with the initial fill, the one when you right click an object and go the FD Properties. I thought it would just act as an initial state and not need to settle or the like.

    Secondly, can you have an emitter under the surface of another liquid like I am thinking to be able to overflow the liquid from the pot?

    If not, how would you achieve this sort of effect.

    Thanks.

  • #2
    Hey,

    We specifically created this tutorial for using initial liquid fill with custom volumes - please check it and see if it answers any questions: https://docs.chaosgroup.com/display/...ith+Containers. Off the top of my head, it could be the scene scale, it could be the number of steps per frame under Dynamics, it could just be something specific to the shape of the emitter and the pot... I hope the directions in the tutorial would help you isolate it.

    If you have any doubts if a certain situation would work, it's important to be able to come up with quick setups that would verify any doubts you have. Trying out such setups would isolate any complex factors that might influence a larger setups and you'd know if something works as expected, or even if it's broken and there is a bug.

    What I would do for this specific case would be - start a brand new scene, create a simple emitter - sphere or a cube, throw in a source and a liquid simulator, Jam all the walls of the simulator so the liquid cannot leak out, and start the sim. It would also be interesting to see if different combination of the source Emit Mode and Solid/Non-Solid emitter would hold up.

    Cheers!
    Svetlin Nikolov, Ex Phoenix team lead

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