Ivaylo!
Do you like it? And do you like the “BODO”-animation? http://www.chaosgroup.com/forums/vbulletin/showthread.php?70553-Bodo ![]()
Sounds good ![]()
Yeah, sounds like a good approach. So I think it would be possible to activate the adaptive grid - as long as the liquid is kept inside the bottle the grid should keep it´s shape - and after crashing the bottle the grid is growing as big as needed to let the liquid splash through the scene, am I right? Or is it better to work with two grids? One moving and one static - to switch between in the moment of crash? And let the liquid from the moving simulator drive the liquid for the static simulator?
And here I have a direct question: from where is the fire emitted? Equally all over the liquid surface? Or can I ignite the fire at a special point - as if I hold a burning match at a certain point - and the fire grows form there?
Realistically I have a burning fabric that ignites the liquid in the moment the bottle crashes and the liquid touches the fabric. So I will have at least three sims: the liquid, the burning fabric and the fire from the liquid ignited by the fabric. Do you think I shall try to build this scenario like in real and let Phoenix calculate all? Or do I have to cheat anything?
And while thinking about: maybe I have an idea to overcome the problem that Phoenix does not react on deforming surfaces… - …testing… - …or are any updates planned on this issue? ![]()
Thank you and kind regards.
Sascha