flip fluid text
3583 2 0- 10thasting
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hey guys im fairly new to flip fluids and i was wondering if i could get some help, as part of an intro to a project that i am working on i have text that turns into a fluid, and so far that works, however i also have a flat plane of geometry set up below it to cause the fluid text to disperse upon but im not having any luck with the collision node from the drive particles tab, any ideas on what i should try next?
- zdimaria
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- Joined: 1月 2012
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for this you could handle the collisions in two ways, with a static solver, or by directly sourcing the collision volume into the collision field of the flip object. for the first way, create a static object dop and point it to your colliision geo in sops and make sure that it is creating an acceptable volume. plug the static solver into a merge dop followed by the flip solver, and the flip solver will sample the static collision geo into the collision field of the flip object.
the second way is to skip the static solver middleman step, and source directly into the flip object's collision field. im pretty sure this is sesi's preferred method for h12. the easiest way to do this, is to put a fluid source sop below the collision geo, and initialize it to source collision the last or second to last tab. this asset comes with a lot of tools to help shape and prepare volumes for dops or w.e. your using them for. in the dop net, make a source volume dop and again initialize it to source collision. then plug it into the sourcing tab of the flip solver (i believe its the last tab, mmb to make sure).
if you look under the flip objects guides tab, there is a checkbox to show the collision field. this is a good thing to keep an eye on because it shows exactly how w.e. collision method you're using has been sampled into the flip objects collision field.
also, i havent tried it, but i would guess that making a ground plane might also work as long as the flip solvers collision method is set to particle
the second way is to skip the static solver middleman step, and source directly into the flip object's collision field. im pretty sure this is sesi's preferred method for h12. the easiest way to do this, is to put a fluid source sop below the collision geo, and initialize it to source collision the last or second to last tab. this asset comes with a lot of tools to help shape and prepare volumes for dops or w.e. your using them for. in the dop net, make a source volume dop and again initialize it to source collision. then plug it into the sourcing tab of the flip solver (i believe its the last tab, mmb to make sure).
if you look under the flip objects guides tab, there is a checkbox to show the collision field. this is a good thing to keep an eye on because it shows exactly how w.e. collision method you're using has been sampled into the flip objects collision field.
also, i havent tried it, but i would guess that making a ground plane might also work as long as the flip solvers collision method is set to particle
.
- whl860624
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- Joined: 8月 2011
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