Heya Folks!
Apologies for some dumb simple questions, I'm only really on day 2 of phoenix so there's probably some silly stuff here. I've got a setup where I'm making a small blood emitter object, I've tried keeping it within another object so it can't leak out the wrong way, then I'm animating a collision object through both to push the fluid out. I'm animating the discharge of the fluid on one frame only so it's acting like a "fill" command the frame before my impact happens. Everything is set up similar to real world size so the physics behave.
I'm getting issues where the fluid voxels are getting trapped inside the collision object which I've cleared by using the clear inside command in my collision object properties, this however ends up killing off a lot of my fluid too. I'm using inscribed mode for the collider which is a sealed, solid object. I've tried upping my voxel count in the grid so that the spacing is fine enough for the gaps between emitter and colliders to work fine, I've also tried upping the steps per frame to 8 to get more subframe accuracy. The advection method seems to make the results different but none are error free.
I could be trying to go about this the entirely wrong way, what would you guys do if you wanted to have small blood impacts react to scene objects and have some interesting splats? I've attached a really simple max 2014 file if you've got time to look at it, hopefully there's a dumb basic in there I'm missing that's causing the fluid to trap.
Phoenix_splat_001_max_2014.zip
Cheers!
John
Apologies for some dumb simple questions, I'm only really on day 2 of phoenix so there's probably some silly stuff here. I've got a setup where I'm making a small blood emitter object, I've tried keeping it within another object so it can't leak out the wrong way, then I'm animating a collision object through both to push the fluid out. I'm animating the discharge of the fluid on one frame only so it's acting like a "fill" command the frame before my impact happens. Everything is set up similar to real world size so the physics behave.
I'm getting issues where the fluid voxels are getting trapped inside the collision object which I've cleared by using the clear inside command in my collision object properties, this however ends up killing off a lot of my fluid too. I'm using inscribed mode for the collider which is a sealed, solid object. I've tried upping my voxel count in the grid so that the spacing is fine enough for the gaps between emitter and colliders to work fine, I've also tried upping the steps per frame to 8 to get more subframe accuracy. The advection method seems to make the results different but none are error free.
I could be trying to go about this the entirely wrong way, what would you guys do if you wanted to have small blood impacts react to scene objects and have some interesting splats? I've attached a really simple max 2014 file if you've got time to look at it, hopefully there's a dumb basic in there I'm missing that's causing the fluid to trap.
Phoenix_splat_001_max_2014.zip
Cheers!
John
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