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How to avoid particles getting inside of objects?

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  • #31
    but i should say i find the idea to use wetting bad. the problem is not the infinite emitting, it can be beaten, but the voxelization. you see in the movie made with ft the parallel lines over the inclined surface.
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    VRScans developer

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    • #32
      I see you did some tests with simple objects, so maybe its not that, but from my experience...about half of the time I had weird issues, I had some problems with my geometry: Holes, unweld vertices and whatnot. Quite often they were not obvious and easy to overlook, but i´d definitely give it another look, my put an stl modifier on top to check for obvious errors on your mesh.
      Other than that i think your last rendered example didn´t look that shabby...with some foam and splashes I think you´re fine!

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      • #33
        Originally posted by Ivaylo Katev View Post
        the infinite emitting is related to the classic advection method.
        you can see the same scene with forward transfer and flip, there is no infinite emitting.
        Thanks I'll take a look.

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        • #34
          Originally posted by Ivaylo Katev View Post
          but i should say i find the idea to use wetting bad. the problem is not the infinite emitting, it can be beaten, but the voxelization. you see in the movie made with ft the parallel lines over the inclined surface.
          yes I see that, but that should be something fixable by making the particles actually keep moving by having a better calculation or different settings for how sticky to the liquid a surface is.

          I took a little vacation, so sorry for the late replies.

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          • #35
            Thanks! I had these issues with basic geometries, so I think I might be pushing the software beyond what it can actually do.

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            • #36
              Originally posted by Ivaylo Katev View Post
              but i should say i find the idea to use wetting bad. the problem is not the infinite emitting, it can be beaten, but the voxelization. you see in the movie made with ft the parallel lines over the inclined surface.
              Well.... how do you get the real look of an object coming out of the water if you do not use wetting at all? There is little to no interaction between the two.

              I saw your examples, FLIP, well... does not looks very real yet things solved with FLIP, and you can't get it to stabilize ad the end. And with Forward Transfer, things looks also pretty nervous, look at the squirt going up on your simulation out of nothing?

              I keep trying, your company very generously game me until the 15th to decide if this software is not what I need and return it. So I'm very grateful for your help, support, and good willing. Just gotta be realistic about my expectations on what I can and can not do with it.

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              • #37
                Well.... how do you get the real look of an object coming out of the water if you do not use wetting at all?
                in all the cases you have to organize wet locking material by yourself, even if phoenix had perfect wet mapping channel. the wet map channels actually give you info where the object had a touch with the water, an info totally useless in your case, because the entire object was in contact with the water, and we know this with no wet map. you have to make the entire object to look wet. the wet map does not automatically make the objects wet, it's just a map that is white in the wet areas and black in the dry areas. we are planing in the future to add auto rendering of the water, including the wet zones, but for now, you have to make the wet appearance by your self, i will show you how. this is the way used in all the liquid simulators, you can't skip this step.
                so, in the attachment you will find a sample scene and video for creating wet appearance of an object. refractive layer+animated bump that is moving downward, to create illusion for leaking of the water over the object's surface.
                Attached Files
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                VRScans developer

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