I tried on with liquid simulations. Its just leaking off everywhere. Than you change one thing and it isn’t working anymore. After that you can’t get any results unless you bake the whole thing. Its just to frustrating. Than you change resolution, You set it up, it starts to look promising than for no apparent reason it just isn’t working again. After updating domain you think lets do it and there it is, a big fat middle finger in your face.
Blender is great, as an idea and many things are working. But until it all works as intended you have to learn how it works, than why it isn’t working as its intended and than how to work around to get similar result. Its just daunting sometimes.
@igorfv and @Mateusz have either of you tried an emission particle system with some force field type physics to create sand/dust clouds? The particles can probably just be basic icosphere or even a cube or plane. They don’t have to be high detail since they’ll be such small things. It would be way less on your resources than liquid or volumetric, that’s for sure.
I am of course assuming you are both talking about moving sand.
On liquids I’m taking last session. I tried to fill glass with liquid and no success. It was a closed mesh but unless its ridiculous thickness it will not hold liquid inside. And If I used it as plane it gives so much offset that is unusable even for the cartoon.
I thought about particle settings for sand yes. It ended up with millions of particles to look believable. With children and all. And it looked ok until I added material. After half hour wait for it to compile I gave up.
I probably will give it a go again. But I didn’t know if its going to work so lost interest.
I guess with some things just have to go minimalistic. Or have a dual threadripper setup for that to work
Im just wondering. What kind of deliciousness are the dunes made of?
And since leaf are green they could be mint flavoured sugar thats slightly glossy
It’s made of Vanilla Icecream covered in peanut powder and a lot of imagination
Sounds yummy.
@igorfv Oh, lol. Yeah, then fluid sim is what you’re kind of stuck with. Metaball objects are fun to play with to create really thick fluids, but flowing fluids are pretty difficult using that method.
@Mateusz, it is quite difficult to get fluids just right, but if they’re not moving in the scene or it’s not a scene to make it look like it was just poured, then solid objects work just fine. Materials are the trick there.
In simulations physics has a vital role to play.
If we know the right Boids and other physics value it will become smooth.
So, Materials is all about Maths and simulations Physics.
I am wondering what is biology? Our designing the rest of the things
ITs what I had to do. Change all materials etc. after I added solid material for liquid. Thats why I thought - I just add liquid sim and be done. And it was just pouring trough the bottom like spaghetti strainer. I guess it’s another chapter to learn. @umishrak Boids have key role in that? I thought liquid is just nutonian.
Fluid simulation is majorly based on Boids and other physics.
No, Nutonian will not work properly on Fluids.
Thanks. That paints a new picture.
Try these physics variables for fluid simulation. It is from my own project. See if it works for better
Thank you for taking the time to do this. I will try this on when I’m back on the horse.
Probably tomorrow
Did you have a collider on the container? meant domain
Yes. Glass was set up as an effector. It is working as such but very clumsy.
Might be as simple as increasing the surface thickness of the glass (Effector) to something like .5 and increase the resolution divisions of the domain to around 64. Makes testing the sim (with mesh on) not too hard on the system, but also not so low quality that it doesn’t match a higher resolution final bake.
Maybe, you could set a domain with the format of the glass