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flip , add veloicty from partilces

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  • flip , add veloicty from partilces

    Hi
    what is the corect way to add velocities from particle sources into fllip sim?
    iv manged to get something working, but it means adding particle source into phxliquid source with tiny amount of discharge, but is there a way to add velocities by themselves, and not by "collision"?
    also, after using Houdini flip, i loved the way u can add "curl noise" around any object, can we do this in phx 4? can we hook up phxturb to an object only, with particle tuner perhaps., be nice to have a falloff around an object using vray distex and have that as area of "turbulence/velocity" for fluid

    currently working in Phx 3 , will be upgrading to 4 soon.

    sorry about the Qs, just thinking out aloud for ideas that iv used in H


    cheers

    Harv
    Last edited by harvr; 21-02-2020, 09:58 AM.

  • #2
    Hey, yes - for particle velocities it sounds like you need the MotionVel. option in the Source - check here for more info on the different cases because the particles could have shapes or not, or could be solid or non-solid: https://docs.chaosgroup.com/display/...+%7C+LiquidSrc

    Note that by default, the FLIP simulations don't care about the velocities outside the liquid mass, unlike the fire/smoke sims where you can have invisible velocities. However, if you enable 'Simulate Air Effects' under Dynamics, velocities in thin air will be calculated for FLIP sims as well: https://docs.chaosgroup.com/display/...iquid+Dynamics

    As for the noise around an object, I do have some ideas how to implement this, but it's still in the TODO-list. A more complex way you could do it even with Phoenix 3 would be to use a Mapper, affect the velocity, use a noise in the Map slot, and use a Distance Texture as a Mask, in order to limit the effect only around the geometry you plugged into the Distance Tex.

    Hope this helps!
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      Hi Svetlin
      thanks for the info, ill try out your suggestions

      didnt think of the mapper idea, thanks

      kind regards!

      Harv

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      • #4
        Hi Svetlin

        i have a follow up question on the noise around object.
        i have tried the "mapper" techinique, and it does add velocity into the fluid, but how do you give it a direction? it currently flows in 1 direction only.
        or more to the point , HOW do i give it direction?

        thanks

        Harv

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        • #5
          Ah, the Map you are using has to be a colored texture, and the colors will be interpreted as vectors. If it's grayscale, it will have just one direction.
          Svetlin Nikolov, Ex Phoenix team lead

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          • #6
            Doh, so simple lol
            Should have known
            Thanks

            Harv

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