ok,
the floor is nothing special, just add it
about the scale - the scene have non realistic scale. we always say to the users "use realistic scale", and now we violate our own rule
why? the simulation of small scaled and big scaled scenes is not equal by performance. the small scaled scenes simulate slower, because the higher dynamics that they usually have. this scene have no high dynamics, but nevertheless it will simulate very slow if it is set in realistic scale, because it will require higher viscosity to achieve the same look. in fact, small scale is equal to higher gravity (measured in simulator units) and in real scale you will have higher gravity and higher viscosity to oppose it. this is a waste of performance, so the better solution is just to make unrealistic scale (or use gravity multiplier) in order to save calculations. now, how to recognize the cases when we can simulate in non realistic scale?
the rule is - you shouldn't have free falling liquid or good visible waves. the free falling liquid and the waves betray the real scale and the observer feels that something is wrong.
and now about your increase of the viscosity and non newtonian parameter.
actually for thicker chocolate you need to decrease the non newtonian parameter. the viscosity must be increased but not as high. value 1 of the viscosity means infinite viscosity. it would take infinite time to calculate, so we have a limitation. viscosity 0.9 is about three times higher than viscosity 0.7. why? the first one needs 0.1 to reach 1, the second needs 0.03 to reach 1. 0.1 is about three times bigger than 0.03
what i observe in your simulation - despite the three times higher viscosity (that takes three times more time to calculate), you actually have lack of viscosity, you lose the coiling , that is present in the original sample. this is because the higher non newtonian cancels the viscosity efforts.
the floor is nothing special, just add it
about the scale - the scene have non realistic scale. we always say to the users "use realistic scale", and now we violate our own rule
why? the simulation of small scaled and big scaled scenes is not equal by performance. the small scaled scenes simulate slower, because the higher dynamics that they usually have. this scene have no high dynamics, but nevertheless it will simulate very slow if it is set in realistic scale, because it will require higher viscosity to achieve the same look. in fact, small scale is equal to higher gravity (measured in simulator units) and in real scale you will have higher gravity and higher viscosity to oppose it. this is a waste of performance, so the better solution is just to make unrealistic scale (or use gravity multiplier) in order to save calculations. now, how to recognize the cases when we can simulate in non realistic scale?
the rule is - you shouldn't have free falling liquid or good visible waves. the free falling liquid and the waves betray the real scale and the observer feels that something is wrong.
and now about your increase of the viscosity and non newtonian parameter.
actually for thicker chocolate you need to decrease the non newtonian parameter. the viscosity must be increased but not as high. value 1 of the viscosity means infinite viscosity. it would take infinite time to calculate, so we have a limitation. viscosity 0.9 is about three times higher than viscosity 0.7. why? the first one needs 0.1 to reach 1, the second needs 0.03 to reach 1. 0.1 is about three times bigger than 0.03
what i observe in your simulation - despite the three times higher viscosity (that takes three times more time to calculate), you actually have lack of viscosity, you lose the coiling , that is present in the original sample. this is because the higher non newtonian cancels the viscosity efforts.
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