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View Full Version : SPH using nparticles?!


mightcouldb1
10-27-2009, 10:08 PM
Has anyone gotten good results using this method? I just want to create some viscous flow but from what I've seen the nparticles are extremely inaccurate compared to the real flow solution. Typically I'd use realflow but the project that I am currently on doesn't have a license. Any thoughts?

mandark1011
10-27-2009, 11:22 PM
sph?

what are you trying to achieve here heavy viscous liquids?

mightcouldb1
10-29-2009, 05:15 AM
I am trying to create some oozing paint. The main thing I am having trouble replicating is how paint bunches up at the end and leaves a long string before it separates.

Aikiman
10-29-2009, 09:48 AM
I could say I have gotten "good" results from Mayas SPH solver but at its current state its still fairly crude compared to Realflow. However if Maya is all you have then I would give it a go but give yourself a few days to play with all the attributes and get a feel for it then another full day to finalize a sim and render.

mandark1011
10-31-2009, 01:16 AM
can you tell me what SPH stands for. from the posted comments im guessing its the meshing ability on Nparticles? correct?
thanks

mightcouldb1
10-31-2009, 04:55 AM
Smoothed Particle Hydrodynamics.
http://en.wikipedia.org/wiki/Smoothed-particle_hydrodynamics

Still curious to see others attempts at some sph sims in maya using nparticles. Can it be done?

Aikiman
10-31-2009, 07:45 AM
http://www.vimeo.com/6671263

Basic water sim using about 10,000 particles. Quad mesh smoothing value of 2, incompress 0.5, viscosity .01.

I wish I could use about 100,000 at least with hi sub sampling but I dont have the system to cope and would be a lot easier with a 64bit Maya.

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