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Help  Consistency in emitting fluid
#2
(25-11-2021, 06:47 AM)inabird52 Wrote: Attached a video of how the particles look like now.

Hi,

Can't see any video link in your post, so answering a bit blindly Sonrojado :

(25-11-2021, 06:47 AM)inabird52 Wrote: 1) The particles remain to be very big.
If I turn resolution up higher, a tiny portion of them will burst out with the remaining sticking to the emitter and won't flow down.

Changing resolution is not the only way to resize your simulation (though it shouldn't cause any issues). You can just scale the solver down, see the video on this subject:

https://www.youtube.com/watch?v=W0

(25-11-2021, 06:47 AM)inabird52 Wrote: 2) I want it to be as thick as ketchup but turning up viscosity has no effect.

Make sure you're modifying the blueprint being used by your emitter. Also, keep in mind that viscosity (and a few other parameters) have a certain stability range:
http://obi.virtualmethodstudio.com/manua...rials.html

Quote:Viscosity:As a rule of thumb, this value should always be between 0 and 1.5-2.

Too high viscosity values can lead to simulation instability, depending on your timestep length. Shorter timesteps yield more stable simulations.

You can't make a fluid arbitrarily viscous while keeping the simulation timestep constant, as you go higher in viscosity you need to reduce the timestep which makes the simulation costlier. This happens in all fluid solvers, both realtime and offline. As an example, RealFlow takes around 10 hours to simulate a few seconds worth of toothpaste-like fluid: https://www.youtube.com/watch?v=oa43MoGSrRI

(25-11-2021, 06:47 AM)inabird52 Wrote: 3) They're bursting out once in a while but i want them to be sticky and flowing continuously from the emitter instead.

If they burst sometimes, probably you're very close to or outside the stability range for viscosity. Either reduce the viscosity or reduce your timestep.

(25-11-2021, 06:47 AM)inabird52 Wrote: 4) I tried to change the colour of the particles to be opaque but looks like there's no place for me to place the opaque material?

You can't use arbitrary materials on fluid, since fluids are not meshes. There's a dedicated fluid renderer in Obi that allows you to render opaque, transparent and flat materials (or anything in the middle), check out the manual for fluid rendering:
http://obi.virtualmethodstudio.com/manua...ering.html

Looks like the included FluidRaclette sample scene does something close to what you need in terms of "thick, opaque fluid", you might want to check it out.


let me know if you need further help. cheers!
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Messages In This Thread
Consistency in emitting fluid - by inabird52 - 25-11-2021, 06:47 AM
RE: Consistency in emitting fluid - by josemendez - 25-11-2021, 08:33 AM
RE: Consistency in emitting fluid - by inabird52 - 11-12-2021, 05:47 AM
RE: Consistency in emitting fluid - by josemendez - 13-12-2021, 08:51 AM