How would one go about defining an object's mass inside phoenix fd? Let's say we have a liquid sim where the colliding object can either weigh 1kg or 100kg, something similar to Realflow or Houdini's mass parameter... Because right now i have a sim where i'm trying to achieve a certain splash crown look, and without a mass parameter it's becoming a bit non-intuitive to play around with it.
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You need to change the scene scale parameter for this. Phoenix relies on accurate scene scale in order to work as in real world. So make sure your objects are in the correct scale. If they are't you can increase or decrease the scene scale parameter accordingly and that should give your the desired result.Georgi Zhekov
Phoenix Product Manager
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Everything is in correct scene scale, but even then an object weigh can vary a lot, and of course its simulation. Let's say i have a human falling in the water, but i want him to weigh 50kg, or 300kg, or whatever. Changing the scene scale will change everything and not only that object's behaviour.
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there is no mass parameter, the objects are considered with "infinite" mass, i.e. the object's movement is not affected by the water
but there is velocity multiplier on the right click object properties, it can be used to control how strong to be the moving object influenceLast edited by Ivaylo Katev; 03-10-2016, 05:21 AM.______________________________________________
VRScans developer
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Hey,
Unless the fluid would be able apply a force back to the bodies that interact with it, there would be no need for a mass parameter. Once the simulation starts to alter the participating bodies, then we'll add one, but this will take some time to implement and won't be coming quite soon. Houdini and RF have mass because they have soft and rigid-body solvers along the fluid solvers.
Cheers!Svetlin Nikolov, Ex Phoenix team lead
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