Liquid penetrating and going through object...a broken wine bottle

Hello,

I am trying to simulate wine being poured into a glass. I decided that it would be smart to fill an actual bottle with some liquid and animate the actual movement of pouring.
First problem I ran into was that Phoenix didnt accept the glass as an interactable object so I modified the thin glass and made it thicker - on the outside, so that I could delete that modification later so I would still have a thin glass in the rendering.
Problem solved, but then at some point somehow the liquid in the bottle (that is created by a box inside the bottle) began to penetrate the bottle and dripped out of it at very unreasonable places. See attached screenshot for the result and the settings as well as the max file (2014)
What am I (or is Phoenix for that matter) doing wrong?

Thanks again for any help!

Manuel
Wine.zip (350 KB)




this is a well known problem, it’s described here in the help.
in general this simulation is harder than it looks, but is possible. there was another user here that made a similar siulation about a month ago, see the thread here

Ivaylo, thank you.
First I linked the simulator to the bottle so the grid information wouldnt jump. That fixed the leaking through the bottle. But then the glass began to leak :face_with_spiral_eyes: :roll_eyes:
I skimmed through the thread you pointed me to and tried different things, from the Strong Surace Mode and Forward transfer method (crazy liquid behaviour, totally agressive compared to the classic one). Adding velocity to my Liquid source didnt help either.

I am confused to say the least. Probably a lot of people are beginning to study by filling glasses with water. Is there a good tutorial or recommended settings for this? You said, its quite difficult simulation, but are there is dead-secure setup?
Screens and file attached.

Thanks a lot

Manuel

EDIT: I am really lost.. still trying various options, like increasing grid resolution, different methods and modes..nothing..the liquid tends to penetrate the glass and drip out. as you can see, it looks really beautiful too! just not what I would excpect from a solid wine glass :wink:
Wine.zip (362 KB)



the easiest way is to adjust the animation in order the bottle to be already still when the liquid hits the glass
there is another solution with cascade connection, but is much harder

what is the cascade connection? is it mentioned in the manual somewhere?

Could I use a second simulator to calculate the liquid hitting the glass? How would I go on about that?

the cascade connection is exactly this - transfer liquid from one simulator to another.
it’s described in the tips&tricks section of the help, and in the thread that i mentioned in my previous post.

I am very sorry, but I am not able to do a cascading simulation. I do not fully understand the help text concerning this - it doesnt tell me where I should add what as a source.
I added the previous simulation in the include interaction list, but the liquid doesnt go over to the other simulation..

Edit: Ok, I got it to work… Putting in the first simulation as a source object for a newly created Liquid-Source. And then exclusively putting that liquid-source and the glass into the interaction list. BUT either liquid is generated (in the 2nd simulation) if I use inject-mode and then it obviously doesnt keep on flowing but keeps creating wherever that liquid is from simulation 1, OR if I use brush mode there is no liquid at all.

Could I ask for a detailed tutorial please?

ok, apparently we have to make a tutorial on this, many people need it

+1

it would be very much appreciated and probably also less stress for you, since you have to answer the same question again and again.
waiting for the tutorial :smile: