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Filling object gradually without spilling any liquid out.

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  • Filling object gradually without spilling any liquid out.

    Is there any way to know when to stop filling an object? I have a closed object and I want to fill it gradually from bottom to top without spilling any liquid through/out the container/collision object. Emitter stays bottom and liquid just piles on top of itself. (Think of casting without any route going inside the mold) I´m doing now just tests on when to stop emitting particles, but it´s pretty hard as simulation takes overnight. Also it´s really small threshold to hit. First I tried to do it more low resolution, but then liquid behaves differently and object fills different speed, so need to stick to high resolution simulation. I´m pretty close already but was wondering that is there any better way to do something like this?

    Thank you!
    Mikko

  • #2
    Yes, this is a tricky one. As a test, you could create a standing volume using this method: https://docs.chaosgroup.com/display/...ith+Containers, and then count the number of particles - this is the target you aim for. Then you can start emitting and write down how many particles you got after 10, 20, 30 frames and calculate when you need to stop emitting... This would probably be one way to do it.
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      Hi,
      This is good idea and will try that! Now my emitter is gradually pushing more particles and then slowing down at some point so it might be bit tricky to calculate second basis. But that initial fill/container idea is good since it gives me some idea of how much I need particles. So I can compare particle amounts in tests I already made. I´m also having a bit problem with my container wall interactions, I get some kind of weird artefacts to the liquid where it should be totally smooth. Noticed that adding thickness of the container wall (shell modifier) makes this less noticable but still got some areas where I have some weird thing happening. Thanks for fast reply!

      Here is a screenshot of the artefacts:
      Click image for larger version

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      Attached Files
      Last edited by vanite_oy; 24-01-2021, 01:35 AM.

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      • #4
        The render cutter should help in such cases. Just pick the container as a cutter in the Rendering rollout of the simulator and turn on the Invert Cutter checkbox. You can find more about the cutters here - https://docs.chaosgroup.com/display/...ing-Parameters
        You might want to check if the Isosurface render mode looks. By default, the mode is set to Mesh which may produce artifacts in the rendered image.
        Georgi Zhekov
        Phoenix Product Manager
        Chaos

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        • #5
          Ill try that as soon as I get to rendering stage, is this something I can change after simulation? So no need to resimulate everything again? Thanks!

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          • #6
            Yes, it's a render time effect, so no need to simulate again.
            Georgi Zhekov
            Phoenix Product Manager
            Chaos

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            • #7
              Thanks, this is good to know!

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