13-12-2020, 05:36 AM
Help How to put the water into the cup beforehand
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14-12-2020, 08:17 AM
(13-12-2020, 05:36 AM)TheFlyHawk Wrote: already water in the container Hi there, Just use BURST emission mode together with a volumetric shape emitter (ObiEmitterShapeCube, ObiEmitterShapeMesh, etc, or write your own in case of need). See: http://obi.virtualmethodstudio.com/tutor...tters.html Quote:Emission method
10-01-2021, 02:56 AM
I didn't achieve it
Can you record the current state, and then load it next time
11-01-2021, 10:21 AM
(10-01-2021, 02:56 AM)TheFlyHawk Wrote: I didn't achieve it You can store all particle positions in a blueprint and then load them, using emitter.SaveStateToBlueprint() and emitter.LoadBlueprint(). However this can result in pressure spikes in the case of fluids, as fluid density is not guaranteed to be equal to rest density at startup. Using ObiEmitterShapeMesh.cs (VoxelMesh component) and burst emission mode is both simpler and more robust. Here's a beaker mesh starting out filled with particles (I used a slightly smaller version of the beaker mesh to generate the particles inside of it):
14-01-2021, 12:49 PM
Thanks, very helpful
09-03-2021, 05:51 PM
(11-01-2021, 10:21 AM)josemendez Wrote: You can store all particle positions in a blueprint and then load them, using emitter.SaveStateToBlueprint() and emitter.LoadBlueprint(). However this can result in pressure spikes in the case of fluids, as fluid density is not guaranteed to be equal to rest density at startup.When using burst it only emits 44 particles. How can I increase this number? These are my settings capcity 500 resolution 0.18
09-03-2021, 07:23 PM
In BURST emission mode, it will emit one particle per spawn point in the shape. That's what it is for: a single burst of particles from the emitter shape.
How many points there are in the shape is controlled by the fluid resolution: more resolution, more spawn points per volume/surface unit. |
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