Hey,
So, I did some R&D for my underwater volcano sim (the liquid lava part) and I?m getting close, but I?m not quite there yet.
1. In my first setup I wanted to use several sources and just animate the discharge with short spikes for the eruptions. But that became too unpredictable: What looked like the right amount of discharge in the beginning quickly became just very small bubbles, after the liquid started building up and covering the emitters, due to its viscosity.
2. So in my second attempt I?m now using a basic emitter with some spheres that have a noise controller on their position to get a basic, irregular build up for the lava, And then I just have some spheres with short bursts in the Z direction as collision objects to throw the lava up in the air.
that looks pretty good now (see video link below).
3. What I can?t get to work is to make the overflowing and boiling lava NOT become flat and smooth. I?m currently using a viscosity value of 0.2 and I?m guessing I?d need much higher viscosity values to get the lava to forn ripples etc. as it cools down. But for the scale of the scene the Lava eruptions look quite right with the viscosity has now, so my question would be if tehre would be a way for the viscosity to be mapped by velocity or something like that?
Here is the youtube link:
https://youtu.be/B0bxYnsEp4o
So, I did some R&D for my underwater volcano sim (the liquid lava part) and I?m getting close, but I?m not quite there yet.
1. In my first setup I wanted to use several sources and just animate the discharge with short spikes for the eruptions. But that became too unpredictable: What looked like the right amount of discharge in the beginning quickly became just very small bubbles, after the liquid started building up and covering the emitters, due to its viscosity.
2. So in my second attempt I?m now using a basic emitter with some spheres that have a noise controller on their position to get a basic, irregular build up for the lava, And then I just have some spheres with short bursts in the Z direction as collision objects to throw the lava up in the air.
that looks pretty good now (see video link below).
3. What I can?t get to work is to make the overflowing and boiling lava NOT become flat and smooth. I?m currently using a viscosity value of 0.2 and I?m guessing I?d need much higher viscosity values to get the lava to forn ripples etc. as it cools down. But for the scale of the scene the Lava eruptions look quite right with the viscosity has now, so my question would be if tehre would be a way for the viscosity to be mapped by velocity or something like that?
Here is the youtube link:
https://youtu.be/B0bxYnsEp4o
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