Local wind force

Hello

I need to make a simulation where a fan blows to the water and it creates splashes and such. Is it possible anyway? There is this PlainForce but it affects the whole water, not just a small portion of it. The max distance does not help in this case. It still affects the whole scene anyway, only the distance is limited.

Thanks
Mikko

Certainly possible, as seen here https://www.facebook.com/groups/233735903483447/search/?q=shahin%20parsa
Hopefully someone here can point you in the right direction :slight_smile:

Thank you for pointing to the right direction. I think I know how to do it now, but it’s quite ha hazzle to make two different simulations; one for the wind and one for the water. It could be nice if Phoenix has some sort of local wind helper/system.

No worries. I don’t have Phoenixany more, so can’t test, but it seems from a search that it should be simple enough, though this is from an AI interpretation of the docs, so y’know…bucket of salt :stuck_out_tongue:

  • Local Wind (Fan): A Plane Force can affect the whole scene, but you can limit its impact with Max Distance or use emitter velocity for localized effects.

EDIT: Oh I see you tried that…oh well..dumb I in that case :stuck_out_tongue:

Hello,

Unfortunately, the liquid simulator doesn’t calculate air the same way the Fire/Smoke simulator does.
The Simulate Air option inside the dynamics rollout simply adds drag to the secondary particles, and that’s it.

Even if you create a velocity source, instead of localized wind, it won’t have the same effect on the liquid simulator as on the fire and smoke grid. That’s why I came up with the combination of the two sims while working on the helicopter downwash effect.

A less ideal option (but still possible) is to create a particle system and use it to “brush” some velocities on the surface.