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Overview ¶
This tool sets up a particle system to simulate liquid forming, flowing, and dripping off the surface of the selected object.
The created dynamics network contains the following components:
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Static Object from the selected geometry to allow the particles to collide with the object.
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A particle system consisting of a POP Object and POP Solver.
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Geometry Wrangle that applies a custom force on particles, causing them to stick to the object.
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An emitter to continuously inject new fluid into the simulation.
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POP Fluid node that causes the particles to behave like fluid.
Note
This tool is designed for objects whose dimensions are in the ballpark of a single unit; simulation forces may need to be adjusted if the object’s size is considerably different.
Using Condensation ¶
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Create a geometry object for the condensation to form around.
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Click the Condensation tool on the Particle Fluids shelf tab.
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Select your input geometry and press Enter to confirm the selection.
The distance between fluid particles in the simulation is controlled by Particle Separation on the POP Fluid node. Consider changing this value if you want a different density of points in your fluid.
Note
Emission (handled by the source_fluid
node) accounts for Particle Separation when seeding particles.
Controlling Emission ¶
The amount of condensation largely depends on the source points, which are generated in the selected object’s network. An effective way to gauge where liquid will be injected into the simulation is to inspect the emit
attribute on these source points. You can do this by creating an attribute visualizer or
looking at the geometry spreadsheet. SOURCE_OUT
is a convenience null that holds the final source points.
The following list outlines some basic ways to control the emission of liquid. All nodes referenced below are located inside the object-level node of your selected geometry.
To... | Do this |
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Change the number of droplets that appear |
Change the Force Total Count parameter on the Scatter SOP ( |
Control when the droplets form |
Change the Min Value and Max Value parameters on the Attribute Randomize node ( |
Control how long droplets emit liquid |
Tweak fade parameters under the Timings tab of the Attribute Fade node ( |
Modify the emission size for droplets |
Change the Distance Threshold on the Attribute Transfer node ( |
Change where the droplets appear |
Modify the Global Seed parameter on the Scatter SOP ( |
Choose exactly where condensation will appear on your object |
Replace the |
Note
As far as POP Fluid DOP is concerned, each simulation particle represents an equally massive chunk of liquid. This is very different from a FLIP simulation, where particles signal the presence, but not amount, of fluid. Placing a large number of particles in close proximity is akin to compressing a liquid, and will result in particles exploding outwards. Great care must be taken should you choose to modify sourcing parameters in the DOP network.
Changing the behavior of the condensation ¶
To... | Do this |
---|---|
Make the liquid drip off the object quicker |
Lower the Strength Multiplier parameter on the Geometry Wrangle ( |
Control how slowly the liquid flows over the object |
The Friction parameter on the POP Object controls how the liquid moves along the surface of the object. This can be modified along with the Strength Multiplier parameter on the Geometry Wrangle node ( |