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  • Pouring from moving bottle

    Hi guys
    Attempting to pour some soda from a bottle and having some problems with the soda penetrating the bottle while moving.
    So far I've manage to eliminate some of the "spill through" by upping the SPF lower limit, but I still cant eliminate it completely.
    Any thoughts or suggestions would be very appreciated, I'm including a quick screen dump to illustrate the problem
    Click image for larger version

Name:	Phoenix_Spillthrough001.jpg
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ID:	876738
    thanks
    Peter

  • #2
    usually i recommend to bind the grid to the moving object, however here this can't do the trick due to the second container. so, the only solution i see is to build a second invisible thicker bottle, or to increase the SPF to a very high rate.
    ______________________________________________
    VRScans developer

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    • #3
      Hi Ivaylo

      Thanks for you answer
      I did already prepare a thicker bottle, I'll try and run with that again.
      But when you say very high SPF - could you suggest something directly...if possible

      method classic:Max step 4, SPF upper 10, lower 8
      Running a quick sim now with the thicker bottle again, and the above settings

      If i sound a bit fresh...but just had Phoenix friday, and been jumpin straight into production with it.
      But been enjoy it quite a lot sofar

      Best
      Peter

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      • #4
        well, you have to calculate the bottle speed in cell units per frame, and put this value as SPF upper and lower limit.
        it would be much much better if there is a way to use the "wind from movement" option, like shown here, but then the lower container will be a problem. however if you don't need walls for the lower container, this can be more convenient and faster.
        ______________________________________________
        VRScans developer

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        • #5
          Originally posted by Ivaylo Katev View Post
          usually i recommend to bind the grid to the moving object, however here this can't do the trick due to the second container. so, the only solution i see is to build a second invisible thicker bottle, or to increase the SPF to a very high rate.
          I have been trying to do a similar effect, but without any success. It seems that gravity is calculated locally within the container as the liquid doesn't fall when the container is rotated over.

          does this sound like a bug? Do you have to created an expression to auto adjust the local gravity vector to match worldspace?

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          • #6
            yes, the gravity was calculated locally and this is already fixed in the nightlies. in the official release you have also an option to use global gravity, the simplest way is with a gravity force (it works slower), or select the simulator and type in the listener $.extgrav=[0,0,-9.8]
            ______________________________________________
            VRScans developer

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            • #7
              Thank you for the info Ivaylo!

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