thinkingParticles 6.3 The New Flow Solver Algorithm Explained
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-Rigid body interacting with fluid sim and vice-versa is now greatly enhanced and stabilized in tP 6.3
-Real scale, real time, real gravity
-Violent fluid sims and lots of 'splashing' are now possible
-two different density fluids mixing in a container, sloshing and separating : all possibilities in TP 6.3
- you can also create, with 6.3, very subtle and smooth-flowing liquid
- with simply amazing fluid surfaces of various density, light reflections and realistic flow
How to use the 6.3 FlowSolver
-Setup of scene: create positionBorn particles
- dynamicSet for sim such as gravity force
-Surface dynamicSet created with the new 6.3 Implicit Surface Operator (ISO)
- ISO is deactivated in this video as we don't need it at the moment
-Select the FlowGroup - holds all the parameters we need for our fluid sim
-FlowGroup type SPH2(6.3) - use this from now on
- Playback of sim in real time (not yet cache)
- in the scene we highlight that one particle falling out of the container since you cannot really control every particle
- the three parameters that will help you get rid of this isolated particles: Acceleration Limit - Density Kill - Isolation Kill
- For example, setting the Isolation Kill to '2' means that if a particle has less than two neighbouring particles, it will be removed
-so simple so powerful, avoiding the stray particles as some sim does not require the particles shooting out and straying in space
- let's try and overkill by setting the Isolation kill to '10'
- what happens then is any particle with less than surrounding ten other particles will be removed
- and you will see the flow will not move to the next container until the flow strength (particle counts) is high enough so this is a delicate feature that can help you make amazing adjustments
- Density Kill let's do a '0.4' and that modifies the density of the fluid right away
- set it to 2.2 and we see the flow we want
- the sweet spot would be a Density Kill of '0.1' and an Isolation Kill of '6'. A nice smooth animation with minimal stray particles.
Solver-specific features for SPH 2
- Spacer Force
- Pressure Compress
You will only have these features when you select the SPH 2 solver and not the previous solvers.
- Spacer force as the name implies allows the user to create distance between particles; an enforced 'minimum distance' between particles.
- whenever particles come close together, to fulfill the incompressibility of fluids, the spacer force is added.
- you will see how this amazing feature alters the flow and characteristics of the fluid.
- The Pressure Compress parameter: from this you can choose whether to make an ocean surface or a wine glass surface; defines how violent or smooth the flow is and the higher the number, the smoother the flow. Lower numbers give more violent fluid sims with lots of ripple and wave effects.
- Pressure Compression of a value of '2' will get us to the norm of how ocean or pool surfaces behave.
- Value of '10' gives the calmest flow but still fills the containers as needed. And 2.5 is a good balance flow.
- so with one setting, you decide if you want an ocean or a calm lake.
- There is nothing in the market where you can do all the above on a Half Frame simulation stability - another great new feature of 6.3.
- fast results: frame adjustable at the Viewport/ Rendering Subsampling.
- To do high end sim, just turn up the SubFrame steps or adjust the parameters in the flow solver itself.
Procedural fluid animation in thinkingParticles today.
- Take a look at the rendering again, using TP 6.3 Implicit Shape Operator: super smooth, amazing surface reflection detailed.
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