Hello community! I am attempting to run a simulation that emits liquid onto a surface and wondering if there is a way to change the viscosity of a drop or 'clump' of liquid based on it's size. For example, smaller drops have a higher viscosity, but larger ones have a lower one and behave more like water. I tried playing around with the tuner but not sure if any of those parameters apply. Thank you!
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Viscosity based on droplet size
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Hello! Sure- I'm working on condensation on bottles/cans. I referenced a template you have, which gets close (using the mapper) which seems to kind of work well. My basic setup is...
1. Liquid emits via a noise or bitmap (to emit various size drops)
2. Utilize sticky liquid to have it stick to the surface
3. Play around some with scale and tension
But then..
I'm really trying to get all the drops to 'stick', and ONLY the drops that are large to either loose their 'stickiness' or loose viscosity so they fall down (and interact with the smaller drops as they fall). This guy solved it in C4D and feel there can be a similar solution in Pheonix?
https://www.youtube.com/watch?v=L8ghZNkpU2w
Cheers,
-Ryan
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Hey,
Here is an idea on how you can approach it.
For the source that emits the liquid you can make two textures - one for the large drops and one for the small ones, then combine these two and use the result for the discharge mask.
Then for the viscosity, plug the texture for the small drops as a mask for the Viscosity in the liquid source. This way the viscosity will be high only where the small drops are spawned.
Hope this helpsGeorgi Zhekov
Phoenix Product Manager
Chaos
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