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Emptying a filled object

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  • Emptying a filled object

    Hi,

    I need to simulate the emptying of an object through a hole in the floor, after a plug is pulled.

    Is there a way to use an object which is already filled with liquid? Or do I have to fill it first?

    Thanks in advance

  • #2
    Yup, depending on how your scene is setup, you can either fill your simulator to some level using the Liquids->Initial Fill Up option (it's 50% by default), or if you need to fill something with a more complex shape, you can use the PHXLiquid in Brush mode, and animate the discharge to 100% for a single frame and then back to 0 - this way you will imprint the geometry shape into the simulator in the form of liquid, you only have to exclude the emitter geometry from interacting with the simulator - with the official version 2.1.1 this happens from the Interaction rollout, or with a recent nightly build you can do it form the phoenix right-click menu of the geometry.
    In either case you may need to wait several frames for the liquid to settle.
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      Thank you!

      I was still using 2.0... now it makes sense.

      Since I have to empty an object, I'll try the PHX-Liquid-Method.

      Or is it possible to fill an object with the Initial Fill Up option?

      Once again: Thanks a lot! I'll try different things now...

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      • #4
        Or is it possible to fill an object with the Initial Fill Up option?
        unfortunately no, the initial fill up option fills the grid, not an object
        ______________________________________________
        VRScans developer

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        • #5
          Thank you!

          Last question: The "animate the discharge to 100% for a single frame and then back to 0" did the trick. But the discharged water doesn't interact with other objects. Nor with planes, nor with sliced geometry. So I cannot "fill" a box, because the liquid falls through the geometry...

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          • #6
            use boxes instead planes, they are too thin. the liquid simulations need at least two cells thick objects
            ______________________________________________
            VRScans developer

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