hellspawned
03-24-2010, 07:51 AM
So, I'm trying to make a decent-looking water simulation, using nPartices. To get a hang of what the settings actually does, I've rigged up a simple scene - a glass filled with nParticles, getting knocked over, the particles spilling out - Pretty basic.
Now, i rendered this and immediately noticed a problem. The mesh created from the nParticles when one converts Nparts to Mesh seems based on particle concentration. In other words, as the particles start to spread out after the glass is tipped over, the actual volume of the liquids mesh gets less and less - it looks like globs of water are instantly evaporating.
What setting did i miss? What do i need to tweak to sort this out?
Additionaly, I wonder if its possible to simulate/fake surface tension with nParticles (if at all possible). Like when water is running down a sphere, for instance. It wont just lose its "grip" of the spheres surface when it reaches the horizontal middle of the sphere, it will continue on down it until gravity overpowers the waterdrops own "stickyness", and makes it drop from the spheres surface. Also, a force between the particles themselves, that makes two drops of liquid that collides join into one, bigger drop. And also, that several joined drops of water have a greater pull on a single drop than vice versa. Is this at all possible to simulate?
This is for a work-related project, and the only tools I have are Maya 2009. It seems like RealFlow would be the way to go, ideally, but I have to make due with what I have at hand now.
Just to clarify: I'm not looking for a hyperrealistic, 100% physically correct simulation. Think more along the lines of an acceptable estimate of how it would look :)
Now, i rendered this and immediately noticed a problem. The mesh created from the nParticles when one converts Nparts to Mesh seems based on particle concentration. In other words, as the particles start to spread out after the glass is tipped over, the actual volume of the liquids mesh gets less and less - it looks like globs of water are instantly evaporating.
What setting did i miss? What do i need to tweak to sort this out?
Additionaly, I wonder if its possible to simulate/fake surface tension with nParticles (if at all possible). Like when water is running down a sphere, for instance. It wont just lose its "grip" of the spheres surface when it reaches the horizontal middle of the sphere, it will continue on down it until gravity overpowers the waterdrops own "stickyness", and makes it drop from the spheres surface. Also, a force between the particles themselves, that makes two drops of liquid that collides join into one, bigger drop. And also, that several joined drops of water have a greater pull on a single drop than vice versa. Is this at all possible to simulate?
This is for a work-related project, and the only tools I have are Maya 2009. It seems like RealFlow would be the way to go, ideally, but I have to make due with what I have at hand now.
Just to clarify: I'm not looking for a hyperrealistic, 100% physically correct simulation. Think more along the lines of an acceptable estimate of how it would look :)
