Thanks for taking a look.
Unfortunately this isn't the correct look.
As the OP noted, the crucial thing is to have the water not cascade outwards from the lip of the pool but rather drip down vertically.
This was my reason for enabling sticky liquid, which does work up to a point, after which it collects at the top and starts again to cascade at an angle, as in the screenshot attached.
I'm guessing you didn't try to raise the resolution, which was what I tried to do to increase detail and hopefuly get a smoother result.
I also lowered the emitter speed to try to avoid velocity issues.
However, as you can see in the second screenshot, at that frame the madness starts to occur, with super-fast particles shooting out
and raising the count from around 40mil to 260+, which continues to rise exponentially and needs to be stopped.
So my point would be that I thought if a low res sim worked generally as expected, then a higher res version should not start behaving in a completely different way.
Wouldn't that mean that there is no point in doing lower res tests?
Generally, do you have a high degree of certainty that the specific referenced effect can be achieved, or is it just too specific a case for the solver to handle in one go?
That is, using a separate top surface and with additional emitters to represent the vertically dripping parts.
Unfortunately this isn't the correct look.
As the OP noted, the crucial thing is to have the water not cascade outwards from the lip of the pool but rather drip down vertically.
This was my reason for enabling sticky liquid, which does work up to a point, after which it collects at the top and starts again to cascade at an angle, as in the screenshot attached.
I'm guessing you didn't try to raise the resolution, which was what I tried to do to increase detail and hopefuly get a smoother result.
I also lowered the emitter speed to try to avoid velocity issues.
However, as you can see in the second screenshot, at that frame the madness starts to occur, with super-fast particles shooting out
and raising the count from around 40mil to 260+, which continues to rise exponentially and needs to be stopped.
So my point would be that I thought if a low res sim worked generally as expected, then a higher res version should not start behaving in a completely different way.
Wouldn't that mean that there is no point in doing lower res tests?
Generally, do you have a high degree of certainty that the specific referenced effect can be achieved, or is it just too specific a case for the solver to handle in one go?
That is, using a separate top surface and with additional emitters to represent the vertically dripping parts.
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