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Emitted fluid has to be less after hitting an object

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  • Emitted fluid has to be less after hitting an object

    Here is what I am working on:
    A piece of broken chocolate hits a hot cookie and melts, at the same time the force of the hit splashes the now liquid chocolate into the air, from where it comes back down, hits the cookie and becomes a dried solid chocolate chip.

    Now I am trying to get a dynamic straight splash into the air, so I need a lot of liquid for effect, but when the liquid comes back down due to gravity, I need less liquid, so the melted chocolate is just a fraction of the size of the cookie, just in the middle.
    Here you can see a video of my simple simulation the liquid spreads a lot, height would be good but the radius is too much, since I emitted a lot of liquid.
    https://vimeo.com/264221080


    How could I get the shape in the end that I want and the amount of liquid that I want?
    I just quickly tried the body force, animated the force to a 100-200 just before the liquid hits the cookie, but it only moves after it hits and settles, which is not the effect I am after; and the problem with the amount of the liquid is not adressed with that.

    Any help very much appreciated!
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  • #2
    Maybe you can use a geometry with phoenix properties set to Non-solid and Clear inside. That way any particles that hit the geometry will be killed.
    George Barzinski
    QA Phoenix FD

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    • #3
      So to speak make a cuter object ?
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      • #4
        Yes, it's something like that. Cutter Object option is a render-time, so no liquid particles would be killed just won't be renderable inside the object's volume. Also, you can add only one cutter object instead of several objects with Clear inside option.
        George Barzinski
        QA Phoenix FD

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