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Slowing down particles

Posted: Tue Oct 29, 2013 5:30 pm
by russ_kern
Hello again...

I have a Hybrido simulation in which a giant wave of water rises out of the back of the scene and breaks across a structure, destroying parts of it and then the water runs off over the edge toward the front - close to the camera...

The back half looks really pretty good, but as it thins out and runs over the edge close to the camera big holes appear in the mesh as the water becomes too thin... it is moving pretty quickly at this point and I'm thinking that if I can slow it down that the particles should bunch back up a bit and help the tearing.... It had also been suggested to try a sheeter Dameon to fill in some of the holes but I didn't have much luck with that...

my question is... what would be the best method to slow down the flow of particles to try and fill in these holes, but not impact the original wave as it breaks?

OR am I looking at this wrong...

Any suggestions would be appreciated.

Russ

Re: Slowing down particles

Posted: Wed Oct 30, 2013 11:46 am
by gus
Hi Rush,

Not 100% sure I get the whole setup you are trying and the real issues without seeing an image, but I guess you could try a few things.
For starters, sheeter isn“t working with Flip just yet, so that is not an option and probably why you are not seeing any effect. Maybe you could try using drag forces or kSpeed daemon instead in the areas where you have this high velocities creating the holes.
With a simulation graph you could also query those particles moving at a fast speed and somehow modify their velocities.
You could also play with friction maps on the geometry to slow down before the fluid gets in the areas where it breaks.

I hope it helps,

g-)

Re: Slowing down particles

Posted: Wed Oct 30, 2013 1:02 pm
by russ_kern
Thank you for the reply Gus,
Good to know about the sheeter... thanks. I am currently trying increased friction and am doing a few tests with drag force... I just don't want the drag force to affect anything except the particles after they break across the scene... so I am trying to learn how to control that... I also tried adding another emitter to the front to introduce more particles there where it is tearing and making holes... I am hoping that works out as well.

Again. Thank You.

Russ