First, there is an error in the Docs. The help for Angle Variation says, this parameter was related to Angle Threshold, but in 2012 there is no more Angle Threshold.
And this seems to be my problem, now. I've got an object that's supposed to rise out of the water. I want it to create really turbulent splashes when getting out of the water, in order to create some anticipation.
With Splash conatiners in RF5, this could be easily achieved with the Angle Threshold, setting it to e.g. 90, and then there were particles created. In 2012, no matter what I set up, there are no particles getting created. Curve, Speed, Vortricity...for the latter I have been using values such as 0.05 and from the statistics panel I know there are areas in the grid where vort. and vel. are much highr than this...still no splash particles emitted.
Does anybody have an idea how to set this up?
RF2012_Splash
Re: RF2012_Splash
In Order to illustrate this, I created the following image.
Ideally, the particles marked with yellow circles were splashes...that is about what I am after but no matter how I set up the Thresholds, nothing happens. I already upped the Splash Resolution to 1000...no Splash particles no matter what I try.
Ideally, the particles marked with yellow circles were splashes...that is about what I am after but no matter how I set up the Thresholds, nothing happens. I already upped the Splash Resolution to 1000...no Splash particles no matter what I try.
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Re: RF2012_Splash
Thank you for spotting the mistake in the documentation.
About the "Angle Threshold", yes we have removed that parameter. We think it was confusing and useless. Now with the new criteria for splash generation we think the user has more control.
When something rises up from the water it creates some curvature on the surface so just using this criteria you should get some splash created. The problem might be that you have the "Use Detail Threshold" parameter set to "Yes" and probably in the surface the "Detail Threshold" parameter is low, probably 0. What's happening is that because the "Detail Threshold" is low no under-resolved areas are detected and no splash is generated, the new criteria, like curvature, is applied to areas that passed the under-resolved criteria. So you can set the "Use Detail Threshold" to "No", and then only curvature is used or you can increase the "Detail Threshold" parameter in the surface panel so under-resolved areas are more easily detected.
I hope this helps.
About the "Angle Threshold", yes we have removed that parameter. We think it was confusing and useless. Now with the new criteria for splash generation we think the user has more control.
When something rises up from the water it creates some curvature on the surface so just using this criteria you should get some splash created. The problem might be that you have the "Use Detail Threshold" parameter set to "Yes" and probably in the surface the "Detail Threshold" parameter is low, probably 0. What's happening is that because the "Detail Threshold" is low no under-resolved areas are detected and no splash is generated, the new criteria, like curvature, is applied to areas that passed the under-resolved criteria. So you can set the "Use Detail Threshold" to "No", and then only curvature is used or you can increase the "Detail Threshold" parameter in the surface panel so under-resolved areas are more easily detected.
I hope this helps.
Angel Tena
Head of RealFlow Technology
Next Limit Technologies
Head of RealFlow Technology
Next Limit Technologies
Re: RF2012_Splash
Thank you very much, Angel. This is very valuable information, I didn't know the correlation between Detail Threshold and the underresolved- area- lookup algorithm. Indeed, my Detail Thrshd. was set to 0.0.
I am testing right away and Splash particles are created like a delight!
I am testing right away and Splash particles are created like a delight!