Can't get the viscosity high enough

Hi,
I’m trying to simulate a skin cream coming out of a Tube.
My problem is the viscosity i can’t get it high enough it should almost be rigid.
I tryed to raise the Surface tension but unexpectedly it starts to produce droplets if i do so.
The only way i can find to make it appear more viscous is lower the time scale.
But that dosn’t look proper and is still not strong enough.
Here is my scene:
Cream-tube.zip (879 KB)

Rise spf.. >6

Thanks for the reply.
I raised the spf to 12 but it is still not rigid enough.
Is 12 still to low?
I lowered the amount of grid cells go get a quick preview could that change the viscosity appearance?
Here is what i get:

And here are my curent dynamics settings:

I’d like to play more with the settings before i post dumb questions but I’m running out of time :wink:

Have you adjusted the scene scale parameter. Usually helps for me! :slight_smile:

0.1 seems to make it even more liquid. 1,10,100 look identical as i can say after simulating a few frames.

hm, strange, 1 is very very high viscosity, practically it’s a solid object. i did a fast test with a teapot (will upload it in few minutes) and it looks well, the teapot stays with almost no deformation.
i think that it may be just enforced deformation, i mean what choice the toothpaste has? you put it against solid object and the other toothpaste, that is also hard, can it resist? try just for the test to direct it horizontally, let see how it behaves

here is the test video with viscosity 1
visc1.zip (79.9 KB)

viscosity 0.8
visc08.zip (126 KB)

Here is the test with one horizontal emitter viscosity is still one.

The tape helper in the foreground is 2cm long scene scale parameter is one.
One max unit is 0,5mm long (dont know if this is important)
Btw I’m using the nightly build 22501 on 3ds 2016 sp2.

well, here it looks more like toothpaste, of course needs some smooth. but it still leaks, not sure what is the reason.
my suggestion is very simple - increase the scale (or decrease the gravity, it’s the same). the viscosity force opposes the gravity force, when the scale is small, the gravity is very strong, compared to the object’s size, and you need higher viscosity to compensate it. with lower gravity the same viscosity looks much stronger, and as additional advantage you will have less undesired particle movements (the bigger forces produce bigger residual random movements). in the scene above the teapot is about meter in size

the nightly 22501 should be ok, i don’t know about viscosity related issues

Thanks!
For this Video I was able to get away with the lowered time Scale plus a kombination of Vol.Select and Push to get it thicker.
Clients are often very undemanding.:roll:
But the next one is already in the making.
I’ll try your suggesstion on that one.

Decreasing the gravity helped.
Thanks again!
But you have to now that you need to breake up the physical conditions to get what you expect.
That is something you should probably change.

this is a general problem of all simulators, the small scale simulation requires more calculation efforts, and in many cases the FX guys prefer to break the physical acuracity and simulate in large scale.
it your case it’s even not observable, but i have seen many movies with wrong scale fire sims :slight_smile: