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  • #16
    Originally posted by a0121536 View Post
    I seee, so then create a geometry over the area where you want the liquid to disappear, exclude it from interacting with the simulator, create a source in fire/smoke mode and put it in brush mode, set the temperature channel to 0 (this will be the final value towards which the liquid quantity will change / temperature is the same channel as liquid in liquid more) and set the discharge to a very small number - the smaller it is, the more slowly the liquid will disappear.
    Excellent, thank you, i will try that.

    Yannick
    Portfolio: http://www.cgifocus.co.uk

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    • #17
      Alright, so with tomorrow's nightly build not only translating and rotation bodies will affect the fluid, but scaling bodies as well.

      You will need to create another source in fire/smoke more and emit only velocity (otherwise in liquid mode it will obligatory emit liquid as well, and we don't want that). Set the source in brush mode, emit from the expanding sphere and exclude the sphere from interacting with the simulator, otherwise the brush mode won't be able to kick in. Make sure the surface tension is turned off, otherwise the liquid will not blow up in small pieces, but in big ugly chinks instead. Un-check uniform density too, to make the liquid more liquid-like. You can control the effect of the expanding sphere by the velocity multiplier of the source, for example this is with a multiplier of 10 (also, reduced resolution, conservation quality and steps per frame):

      Click image for larger version

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      Svetlin Nikolov, Ex Phoenix team lead

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