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  • attracting fluid bitmapped plane

    The chocolate example here ..

    https://docs.chaosgroup.com/display/...Example+Scenes

    .. is there a way I could replace the biscuit with a plane, and have the particles drawn towards a mask applied to the plane,
    so that the result followed the mask bitmap perfectly? I need something like Body Force that is 2D and works with bitmaps?

    Thanks

  • #2
    Hey,

    This sounds like a job for the Particle Tuner. You can use the texture intensity and the distance to your object to be used as a condition where the force will be applied.

    When working with textures as conditions - the Phoenix Simulator has no Explicit UV coordinates therefore the texture's Mapping should be set to Planar from Object or World XYZ for this to work.

    You can take a look at how the Particle Tuner works with forces here - https://youtu.be/oJEqnygpUqo

    An important thing to note is that we don't recommend using single faced geometry in the Phoenix simulations as it might produced unexpected behavior. The best way to make sure everything will work correctly is to add a shell modifier on top or just use a box.

    Cheers!
    Georgi Zhekov
    Phoenix Product Manager
    Chaos

    Comment


    • #3
      Originally posted by georgi.zhekov View Post
      Hey,

      This sounds like a job for the Particle Tuner. You can use the texture intensity and the distance to your object to be used as a condition where the force will be applied.

      When working with textures as conditions - the Phoenix Simulator has no Explicit UV coordinates therefore the texture's Mapping should be set to Planar from Object or World XYZ for this to work.

      You can take a look at how the Particle Tuner works with forces here - https://youtu.be/oJEqnygpUqo

      An important thing to note is that we don't recommend using single faced geometry in the Phoenix simulations as it might produced unexpected behavior. The best way to make sure everything will work correctly is to add a shell modifier on top or just use a box.

      Cheers!
      Thanks. I'll take a look.
      I'm sure I'll have questions and I'd be very grateful of some help.





      Comment


      • #4
        Originally posted by georgi.zhekov View Post
        Hey,

        This sounds like a job for the Particle Tuner. You can use the texture intensity and the distance to your object to be used as a condition where the force will be applied.

        When working with textures as conditions - the Phoenix Simulator has no Explicit UV coordinates therefore the texture's Mapping should be set to Planar from Object or World XYZ for this to work.

        You can take a look at how the Particle Tuner works with forces here - https://youtu.be/oJEqnygpUqo

        An important thing to note is that we don't recommend using single faced geometry in the Phoenix simulations as it might produced unexpected behavior. The best way to make sure everything will work correctly is to add a shell modifier on top or just use a box.

        Cheers!
        I've attached as far as I've got.
        Now I need the liquid to stick to Box01 and only be visible or created inside the white circle.

        What do I need to change in the dynamics to prevent the particles from moving, and how can I test to see if the particles are within that centre circle?

        Thanks
        Mark

        Attached Files

        Comment


        • #5
          Hey,

          Sorry for the late reply, a bit long Easter holidays.

          If you're making something like this why not just emitting the liquid from Box 1 and use the texture as a mask for the Outgoing velocity in the Liquid source. This way the liquid will be born only in the white parts.
          As for making the liquid sticky, just enable the Wetting in the Dynamics rollout of the Simulator and Increase the Sticky liquid. Depending on the result you're after you might need some viscosity as well.

          Georgi Zhekov
          Phoenix Product Manager
          Chaos

          Comment


          • #6
            Originally posted by georgi.zhekov View Post
            Hey,

            Sorry for the late reply, a bit long Easter holidays.

            If you're making something like this why not just emitting the liquid from Box 1 and use the texture as a mask for the Outgoing velocity in the Liquid source. This way the liquid will be born only in the white parts.
            As for making the liquid sticky, just enable the Wetting in the Dynamics rollout of the Simulator and Increase the Sticky liquid. Depending on the result you're after you might need some viscosity as well.
            Thanks.
            It needs to look like a brush stroke though. Like this ..
            https://www.facebook.com/groups/2337...2321948624828/

            And the liquid has to fix to only the lettering part of a mask on the "paper".


            Comment


            • #7
              Hey,

              I did a few changes to the scene and seems to be working. What I did was to change the condition for the Particle Tuner so that if the Intensity of the texture is below 1, the liquid and the wetmap particle will be deleted.
              Then in the Dynamics rollout of the simulator I enabled the Wetting and set the Sticky liquid to 1. Here is a video of how this looks - https://youtu.be/ZURhfppBDAc

              Cheers!
              Georgi Zhekov
              Phoenix Product Manager
              Chaos

              Comment


              • #8
                Originally posted by georgi.zhekov View Post
                Hey,

                I did a few changes to the scene and seems to be working. What I did was to change the condition for the Particle Tuner so that if the Intensity of the texture is below 1, the liquid and the wetmap particle will be deleted.
                Then in the Dynamics rollout of the simulator I enabled the Wetting and set the Sticky liquid to 1. Here is a video of how this looks - https://youtu.be/ZURhfppBDAc

                Cheers!
                It works!
                Thank you!!

                Comment


                • #9
                  I spoke too soon. I'm getting strange results with a test bitmap. I have the UVs set to Planar from Object XYZ, but the particles aren't matching the mask position.
                  I don't understand Planar from Object XYZ fully.

                  Comment


                  • #10
                    When using the Planar from Object XYZ, the mapping will rely on the object - if you change the size of the object - f.e. make it wider or narrower - the way the texture is mapped will change as well and the texture will stretch.

                    In your case, when using a texture for the Particle Tuner - the mapping of the the texture will rely on the simulator, not on the object underneath. If you make a cube with the exact dimensions of the simulator, the texture should map the same way over the two.




                    Georgi Zhekov
                    Phoenix Product Manager
                    Chaos

                    Comment


                    • #11
                      Originally posted by georgi.zhekov View Post
                      When using the Planar from Object XYZ, the mapping will rely on the object - if you change the size of the object - f.e. make it wider or narrower - the way the texture is mapped will change as well and the texture will stretch.

                      In your case, when using a texture for the Particle Tuner - the mapping of the the texture will rely on the simulator, not on the object underneath. If you make a cube with the exact dimensions of the simulator, the texture should map the same way over the two.



                      Got it.
                      Thanks.

                      Comment

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