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A Hybrido setup is a matter of just a few clicks. The basic scene we create here will be the starting point for various workflow descriptions, where you will learn how to use the → HySPH secondary particle emitters (splash, foam, etc.).

 

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The Environment

 

Note
All settings, described here and under "The Hybrido Fluid Setup", are located under the different nodes' → “Node Params” panels.

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Start with a “Cube” node from the “Objects” shelf. Under → “Nodes” double-click on “Cube01” and rename the node to “Container”.:

 

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  • Node > Scale > 10 | 10 | 10
  • Volume > Volume mode > Solid outside
  • Hybrido Interaction > Grid friction > 0.0005

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  • Rename it to “Emission object”.
  • Set its horizontal “Scale” values to 10 and 3.0, the height is 3.5 metres.
  • Move the cube with W key or the “Position” settings until it looks as shown below (blue box).


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We also want some collision objects:

  • Create four “Cylinder” objects as seen above or or import (Ctrl/Cmd + I) them from your 3D program.
  • Apply different scale settings and spread them inside the “Container”.
  • Make sure that they are not inside the “Emission object”.
  • Rename them to “Pillar01” ... “Pillar04”.

 

Now we need two daemons from the appropriate shelf:

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This is the basic environment where the fluid simulation is going to take place. The container acts like a pool, the “Emission object” node defines the water volume. The → “k Volume” daemon will remove escaping particles.

The Hybrido Fluid Setup

Go to the “Hybrido” shelf and add the following nodes:

  • Open Domain
  • Emitter
  • The emitter requires an object where the fluid is created – choose “Emission object”.


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That's already everything and we can start with the domain's settings:

  • Grid > Cell size > 0.1
  • Creation mode > Dense will speed up the simulation.
  • Particle Sampling > disable all “control” options, because we want to keep the number of particles constant throughout the simulation.

 

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Let's proceed with the “HY_Emitter01” node:

 

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  • Under “Object” you should see “Emission object”.
  • Surface particle sampling > 3
  • Core particle sampling > 3
  • These values are applied once at the beginning of the simulation and create 3 x 3 x 3 = 27 particle particles per cell.

 

When you simulate your viewport should look similar to the first image belowabove. We have created a collapsing water column that crashes against the pillars and the container's inner walls. These interactions are responsible for the impressive splashes.