Announcement

Collapse
No announcement yet.

Small Scale Liquid Water Simulations - Having Problems With Applying Force... BiFrost Motion Field Falloff Equivilent?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Small Scale Liquid Water Simulations - Having Problems With Applying Force... BiFrost Motion Field Falloff Equivilent?

    Hello!

    I am trying to create a small scale simulation similar to a water gun shooting water. In BiFrost this is fairly simple to achieve. I just create a motion field and a very small fall off. This allows the water to eject the chamber very quickly but immediately it is affected by gravity and starts to fall to the ground depending on how much momentum/velocity it has.

    How would I achieve this affect with Phoenix FD? I have tried a Plane Force with tons and tons of trial and error and I just cant get it to work. It seems to apply the force to the entire body of liquid almost regardless of where it is in the scene or it simple doesnt apply enough pressure to eject the water from the chamber.

    Does anyone know of a tutorial or how I could go about achieving the same affect as a BiFrost motion with an immediate fall off? Or any other ideas on how to accomplish what I am going for?

    Any help is greatly appreciated!

  • #2
    Hey, a picture... Or a reference video speaks a thousand words. Also, would it be possible to share what you managed to get so far in your setup. To me it sounds like you are doing it right, so there must be some small detail that is being a devil in your scene. How do you emit your liquid? Can you also share your Source settings of you use one?

    Ah, also check this video for using the force preview https://youtu.be/3ccVe11nENI

    Aaand finally, we have a ready example scene for something that is kinda similar, though not quite, but you can get some ideas from it as well - please check the water sprinkler scene here https://docs.chaosgroup.com/pages/vi...xitMobile=true

    Cheers!
    Svetlin Nikolov, Ex Lead Phoenix developer

    Comment


    • #3
      Hey thank you so much for reaching out! Attached is my scene file! I am going to check out the water sprinkler thing, that seems promising.

      What I really need is something like that pretty much. I just need to ensure the fluid can hit surfaces and NOT be affected by the plane force anymore
      Dropbox is a free service that lets you bring your photos, docs, and videos anywhere and share them easily. Never email yourself a file again!

      Comment


      • #4
        WHOA ok, i dont understand how is this water sprinkler even shooting the fluid across the screen? is it going purely off the Discharge then following the "pipe? and shooting out of it that way? That would be perfect for my situation i just dont totally understand whats going on.

        Click image for larger version

Name:	What.jpg
Views:	151
Size:	42.9 KB
ID:	1121429

        Comment


        • #5
          Hey,

          Yes, we are using the Discharge value to have the emission of the liquid. But in order for the fluid to be directed in a specific direction we are using an Emit Material that is placed on one of the faces of the emitter.

          The basic idea is that we have an emitter with Emit Mode set to Surface Force. When starting the simulation, the fluid will be emitted from all of the emitters' faces, which in this case is not the desired behavior.
          So, adding an Emit Material and applying it over only one of the faces will direct the flow of the fluid and make it look more like a water gun shooting water.

          Here are the steps for creating and applying an Emit Material:

          Select the primitive object that will be used as an emitter and go into Face Selection mode (F11). Select the faces that will be used as an emitter and assign a new material to them.

          Rename the new material to something like: "mat_emit_liquid" or "Emit_MTL", the name will be used in the Source, so it's a good idea to be something short and logical.

          Select the Phoenix Liquid Source and set the Emit Material parameter to point to the newly created material. You can do this either by:
          1. Manually typing the name in the Emit Material field and hitting enter.
          2. Middle-Mouse-Button drag&dropping the material from the Hypershade window.

          The Source will now only emit from the faces that share this material. From here you could play with the Discharge value to achieve the desirable look.


          Hope this helps!
          Last edited by slavina.nikolova; 06-08-2021, 07:03 AM.
          Slavina Nikolova
          Phoenix QA Specialist
          Chaos

          Comment


          • #6
            Hey,

            Just saw that the emitter in your scene has the Solid option disabled in the Extra Phoenix FD Attributes menu. It's better to keep it enabled.
            If you are interested in some more explanations and examples about the differences between the Solid and Non-Solid Bodies, you could check out this Quick Start tutorial - https://docs.chaosgroup.com/display/...ies+QuickStart.

            It's important to mention that you may see some liquid particles penetrating through the poly cylinder2 object. This could be fixed by Increasing the Grid Resolution from the Simulator's Grid rollout, increasing the Steps Per Frame value from the Dynamics rollout, or by making the cylinder's wall thicker.


            Cheers!
            Slavina Nikolova
            Phoenix QA Specialist
            Chaos

            Comment


            • #7
              WOW that was so simple I just cant believe it. Thank you so much this has helped me out tremendously!!!!!!!!!!!!!!
              Attached Files

              Comment

              Working...
              X