Jittering
Posted: Thu Jul 11, 2013 3:02 pm
So there used to be a setting called incompressibility and thank god we're rid of that 
But often when an animated geometry breaks the surfacetension, there's jitter spreading across the container, and I think maybe this can be possible to smooth out while meshing, but I want to get your opinion anyway on the matter...
So check out these pictures, we have my GFD which as you can see have a cellsize of 0.021m (geometry scale 0.1) and has 6.8m particles. I've simmed with 1 substep, 0.5 strictness, max 1000 iterations and 0.375 accuracy. There's also a vorticity boost of 0.25 on the domain.
I've only added a gravity daemon. I've had to set the upper setting for the display-range for velocity to 0.5 to be able to show any details at all except for behind the character (that I've hidden).
Then we have the mesh. It's 0.5m faces, and these are the current settings: Originally there were alot of dimples, but I found those probably came from normalization, which I read on the forum to turn off in these cases. Also I guess my particlecount isn't so high after all so I don't want to rely too much on the shape of the particles anyway.
I had hoped to be able to be able to achieve a nearly completely flat surface, before the breached surface tension spreads, as this is supposed to be inside a cave. Considering the details are barely visible in the GFD I'm surprised there's so much detail in the mesh. What do you think I should do to flatten the unaffected parts of the surface, while getting optimal detail around the character interaction?
I think I came along way after removing normalization and raising core threshold, also having a bigger mesh than the default of half the cell seems to help. ould the vorticityboost have caused it? Should I increase accuracy in the pressure solver? Or the substeps?
Thankful for any input on this!
Cheers, Dave
But often when an animated geometry breaks the surfacetension, there's jitter spreading across the container, and I think maybe this can be possible to smooth out while meshing, but I want to get your opinion anyway on the matter...
So check out these pictures, we have my GFD which as you can see have a cellsize of 0.021m (geometry scale 0.1) and has 6.8m particles. I've simmed with 1 substep, 0.5 strictness, max 1000 iterations and 0.375 accuracy. There's also a vorticity boost of 0.25 on the domain.
I've only added a gravity daemon. I've had to set the upper setting for the display-range for velocity to 0.5 to be able to show any details at all except for behind the character (that I've hidden).
Then we have the mesh. It's 0.5m faces, and these are the current settings: Originally there were alot of dimples, but I found those probably came from normalization, which I read on the forum to turn off in these cases. Also I guess my particlecount isn't so high after all so I don't want to rely too much on the shape of the particles anyway.
I had hoped to be able to be able to achieve a nearly completely flat surface, before the breached surface tension spreads, as this is supposed to be inside a cave. Considering the details are barely visible in the GFD I'm surprised there's so much detail in the mesh. What do you think I should do to flatten the unaffected parts of the surface, while getting optimal detail around the character interaction?
I think I came along way after removing normalization and raising core threshold, also having a bigger mesh than the default of half the cell seems to help. ould the vorticityboost have caused it? Should I increase accuracy in the pressure solver? Or the substeps?
Thankful for any input on this!
Cheers, Dave