Hello,
as the tittle says I am trying (sort of) to recreate that effect of how the liquid drops on an object’s surface.
The problem I am facing (at the moment) is that I cannot make the liquid have long drops or I cannot make the drops “hang” from the bottom of the object till they fall.
You can have an idea on the image I posted.
I played with Surface tension, scene scale, particle size, Viscosity, SPF.
ut there is no way to get near to that.
Can anyone help me on this, because is about a project I am on and I will be out of time soon.
I include the scene file, for anyone that want a starting point to play with.
I tried that as well.
No big difference. Not even close to what I want to achieve.
You can see in the image that the liquid falls and make stream. Its not dripping like the blood effect on Daredevil’s intro.
I’d say the guys in elastic probably had animated geometry for the long, thin bits and either ran liquid over them or just spawned particles on them and put the same metaball surface on top to blend the lot in.
They did it in a non physical way - don’t be afraid to make some animated elements, render them with the same shader as your fluid and combine it in comp, it’ll be quicker and more direct! I’ve even done fluid drips like that using an animated cylinder for the long part of the drip and a sphere at the head of it, you can put both objects into a blobmesh object and it’ll web the two of them together - then you can use regular max lattice and relax modifiers to get really specific movement and timings.
So you mean that the drops they were hanging were just extra animated geometry, and combined it with the liquid sim, right?
Hmm interesting.
Is this means that the liquid sims can not achieve the real-life liquid behavior yet?
As the drops in reality would hang a while first, (till their “tentacle” break because of the “elasticity” that reach a limit) before they fall. (in paint or blood liquids).
It’s a way to gain easier control so you can save time in setting up the simulation.
I don’t see anything in the daredevil video that you can’t achieve with Phoenix. Is your droplet radius 0.3? If you want to get such big fat drops, you need much more than this. Here is the documentation about the surface tension settings: Chaos Docs
As we spoke in the other thread - increasing your scene scale will make the simulation unfold more slowly, so this would also help the droplets hang longer.
@Svetlin.Nikolov I tried bigger scene scale, but the Liquid doesn’t “stick” and hang from the bottom as we should expect according to the laws of physics. But it just falls.
I reduced the gravity to 0.1 and still it falls like it weights 2 tons.
I cannot realise what I am doing wrong or what I have to play with to slow it first and then it should hang up like a tentacle and then drop.
Hope this helps as a starting point - you can adjust the viscosity and surface tension from this point. I am using a body force to attract the liquid to the geometry to that it sticks better and you can regulate the distance of the body force too. [test] daredevil max2016.zip (75.6 KB)
It took about a little more than an hour to have some results (after 350 frames)
And it looks very close to my sketch idea.
At least I can give a closer look to understand better how it works.
Well done Svetlin
I have a question. (very original of me :P)
If the scene size becomes smaller thus the gravity will have more affection and probably we will have less surface tension. (the drops will be break more often)
Why did you put the scene scale so small then?
Ah, the scene scale was auto-adjusted by the Honey preset - I started with it and then continued to edit the settings. The scene scale will not affect the surface tension or the viscosity though - only the gravity will indeed seem to be stronger with a smaller scale and weaker with a larger scale, as you said.
OK
But don’t we need less gravity when we have slow moving drops, that want them to be hanged for a while, like these?
That was what I meant through my question.