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Starting point for splashes is always an existing HyFLIP simulation. Here it is the simulation from → "Quick Start Tutorials - HyFLIP Fluid Simulation".


 

Scene Setup

  • Set the domain's simulation state to → “Cache” (“yellow rocket”).

  • Other, already simulated HySPH emitters have be set to “Cache” as well.

  • Add a “Wet” emitter from the “Hybrido” shelf.

  • Reset the scene.



 

What you see now is a cross in the viewport's centre, indicating that the emitter is not bounded. You can prevent the particles from leaving the domain:

  • Add/reuse a → “k Volume” daemon and adjust it to the scene with the R key.

  • Or make sure that the particles will be enclosed inside a container or a cube.

 

Open the emitter's → “Wet Creation” panel:

 

 

  • Choose the object(s) which should create the wet particles.

  • Adjust the “Object offset”. This is the distance between the objects and the wet particles in metres.

  • Be careful with “Emission rate”, because the intermediate amount of particles can become very large.

  • Particles below the HyFLIP fluid's surface are deleted.

 

Simulate.

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