fluid and bullet behavior

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In my test scene my duck bumps of the fluid surface with bullet representation and solving. with rbd it seems that it works best but why?

Thanks
Edited by - Feb. 22, 2015 09:56:59

Attachments:
test_duck.hipnc (1.8 MB)

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Turn on Show Guide Geometry to see whether it's generating proper collision shape.
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No duck geometry included. You locked it but nothing there.
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roughsporty
In my test scene my duck bumps of the fluid surface with bullet representation and solving. with rbd it seems that it works best but why?

Thanks


Set Feedback Scale to 0 under Solver tab.
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Include geometry so somebody can check that if there any other problem.
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There where issues with density and fluid scale. Now it works better
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I guess I have another issue with my test scene.
After testing various settings with the right density of the duck with the feedback scale of 1 in the solver, it seems that there is an effect which I can best describe as that the duck after contact with the fluid sinks more or less evenly in the fluid like “mud” until the feedback scale pushes the duck up.

It looks less dynamic if I go up with the particle res. Upping the fluid res leads in more unrealistic sinking behavior.

I tried to up the solver substep from min 2 and max 3 but the result is the same so what I'm doing wrong here? The lower res flip looks better than the higher res flip.

I have attached 3 flip books with the 0.1 0.08 and 0.06 for the particle separation and the scene file.

Thanks

P.S.: With particle sep of 0.06 and solver substep min3 max5 the duck bounces up from the fluid surface. Hmm confuses me

Attachments:
duck_proxy.bgeo.zip (30.6 KB)
flip_test_geos_fliptank.hipnc (1.8 MB)
Test_duck_watewr_ps006_dens1100.mov (1.8 MB)
Test_duck_watewr_ps008_dens1100.mov (2.3 MB)
Test_duck_watewr_ps01_dens1100.mov (2.6 MB)
more substep_fluid solver.mov (861.0 KB)

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