Hi!
Based on your screenshot, it just seems like your fluid resolution is *way* too low for the size of the beaker. Particles look almost the same size as the beaker itself. You need to increase resolution or scale the solver down, see:
http://obi.virtualmethodstudio.com/manua...rials.html
https://www.youtube.com/watch?list=PLnCR...e=emb_logo
Quote:I am not sure if this was the right way but I set the damping to 1 and the fluid did not fall though I don't know if this will affect the fluid later on when trying to mix with another beaker.
Damping -as the name implies- dampens particle movement. Setting it to 1 will just remove all kinetic energy from the fluid, freezing it in place completely. This is certainly not what you want. For fluids, you usually want it set to a rather low value (0-0.1)
For the fluid to stay inside the beaker, make sure to not use a MeshCollider for the beaker (use
distance fields instead, they’re both cheaper and more robust).
(15-07-2022, 06:34 PM)shemtomke Wrote: [ -> ]What about this issue from this video link I have attached?
https://drive.google.com/file/d/1wU-GRCQ...sp=sharing
In that video, particles seem huge compared to the beaker, they move pretty fast too. Increase fluid resolution as I suggested, and use distance fields for better collision detection (MeshColliders are very prone to tunneling)
Other than that I can’t really tell if there’s any other issues unless you share your scene setup.
(16-07-2022, 09:54 AM)shemtomke Wrote: [ -> ]Yeah, I did as you suggested:
- Increased the resolution of the fluid
- Used the distance field for the beaker
Though I still get these results - https://drive.google.com/file/d/1P-EeURq...sp=sharing
Here are the screenshots for the setup of the fluid
- Obi solver - https://drive.google.com/file/d/127ZwUi0...sp=sharing
- Obi Emitter - https://drive.google.com/file/d/1s9SinGi...sp=sharing
- Dense Fluid Adjust - https://drive.google.com/file/d/1xvjCJ9A...sp=sharing
- Beaker - https://drive.google.com/file/d/1a2eXFzv...sp=sharing
The beaker’s walls are *extremely thin*, you will get a lot of
tunneling (particles passing trough the walls). In this kind of situation, it’s helpful to remember that the mesh used for rendering an object and to simulate it do not necessarily need to be the same: using a beaker mesh with thickened walls to generate the distance field will improve this. Also, what are your constraint settings? (In the solver, under the constraints foldout)
If possible, send your scene to support(at)virtualmethodstudio.com, that way I can take a closer look and set it up correctly for you, explaining the solution to any issues I find.
Kind regards,
I've sent the scene to the email.
Thanks.
(16-07-2022, 05:41 PM)shemtomke Wrote: [ -> ]I've sent the scene to the email.
Thanks.
Hi Shem,
Just replied to your email, see my reply for details. The main culprit is that your beaker mesh has a few problems: it turns inside-out at the bottom, and it is open at the top. This makes collision detection against it impossible, good news is fixing those problems is quick and easy.
kind regards,
I successfully managed to hold the liquid thanks.