where do i start...
i am working on 5 shots, and i have a sweet spot for the look of the fluids, ATM they look pretty real, with the right amount of splashes for this animal swimming on the water. good.
however there is a pretty big gap between the object and the fluid, i tried using negative values on 'surface offset' on the objects,but this is not working, so i am forced to reduce the cell size.
so sims are slower, will use a TB per shot iteration...fine, i can live with that.
The worry is, in RnD i did earlier in the project, the bigger the cell size, the more subdued the fluid movement is, so the smaller the cell size the fluid tends to splash more.
i am looking at a preview of the few frames simmed so far and comparing it with the 'good' sim i did earlier and seems that there is more water splashiness.
so having little time to do another bunch of RnD i am asking if any of you have a go at comparing:
HyEmitter:
surface sampling (maybe having a value of 1 rather than the default 2), will it make the fluid less splashy? or does it not matter as the cell size is smaller?
HyDomain:
min / max sampling, have you used this with the same value to control /reduce the particle number per cell?
what i am trying to figure out is if i can have a similar number of particles with the new cell size (0.08) than what i had with the old cell size (0.13) by tweaking the parameters above, would the simulation look / behavior will be similar?
i will be testing this, but was looking at saving some time or get my confidence levels a bit higher.
the other option would have been to use a good old Drag Daemon, but it doesn't work with H2.....