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How to get water stream to go up vertically with a consistent flow

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  • How to get water stream to go up vertically with a consistent flow

    I'm trying to create an infinity pool with water fountains shooting water straight up. The animation will be about 500 frames. I can get something similar to the attached reference image for the first 60 frames, but then the water flow reduces to virtually nothing. I'm using the nightly from March 21 for Max 2016_vray 3.0. I've tried with inject, brush, and am having the most success with surface force. Any help would be greatly appreciated. Thank you.
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  • #2
    i think the water level is increasing and perhaps covers the source, thus suppressing the initial speed of the particles.
    about the sources , you have to use solid source (like cylinders), with emission restricted by polygon id, to make only the top part active
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    VRScans developer

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    • #3
      Thank you, Ivaylo. I'll give that a try. I'm also trying to use your cascading example. I have all of the fountains in one simulation, then the pool of water below will be a different sim. Hopefully it will work out.

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      • #4
        one year ago i saw exactly this setup in production, and it looked well. can't find the video now, the vimeo user name was bethoven, that gives a lot of useless results.
        however i suspect you will have troubles, the classic cascade setup uses brush mode transferring sources, that is not working well in flip conditions, because there is no grid to paint on, "brush" is a questionable tool when we talk about particles.
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        VRScans developer

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        • #5
          Hmmm. At first I was trying to use just one simulation that encompassed the water fountains in my top pool, the overflow over the edge and then the pool below. It seemed to take a very long time for the upper pool to get enough water to overflow to the pool below. Do you have any suggestions on how I should attempt this with flip? I'll try to find bethoven. Thank you.

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          • #6
            no need to wait to fill the pool by the fountain source, use invisible cylinder with the "initial fill up" option (right clock menu)
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            VRScans developer

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            • #7
              Thanks for the tip. I'll give it a shot.

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              • #8
                So I tried using the invisible geometry with the "initial fill up" option. One box for the upper pool that runs over the edge of that pool into the lower pool that has another box with the initial fill up. After about 50 frames of the simulation the overflowing water reduces drastically to virtually nothing. Is there a way that I can keep the upper pool continuously flow over the edge?

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                • #9
                  perhaps you have a leak, or (the worse case) there is a problem in the geometry representation.
                  there is a way to figure it out, enable the liquid particle export, and enable the ID export, simulate until the liquid disappears almost entirely. return the slider to the first frames, enable the particle export in the viewport and disable the count reduction. point some particle with the mouse and press 'A' and the middle button, the selected particle will be marked with magenta diamond. now moving the slider you can observe where it disappears
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                  VRScans developer

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