Flowing sand simulation - approaches?

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  06 June 2006
flowing sand

I would like to contribute to this thread with this sample scene i did in max 8. Is about a dissolving rock using noise and slice deformer over a sphere. Hope you like it.
  07 July 2006
Originally Posted by Ls3D: Looks like a RealFlow version would need some serious drag force to look like sand, that and more density, surface tension, attractor daemon, etc.. a few days research anyway. This preview is 278,300 particles or 26 Mb's per frame. The emmiter is the white outline and it's particles were first settled into a 10x10x2 inch pool with the LOCK feature and a speed daemon. The second short preview is from a Zero G test - crazy stuff.

So how is the PFlow work comming?


Have you done any more sand simulation tests? I have been trying a few. I am attempting to get a hourglass effect, but the pile of sand in the bottom of the glass doesn't quite get enough drag. The pile settles too much.

It is difficult because sand acts with high viscosity when being poured, but RF wants to treat that like water and not let it build up upon other particles.

Is there a way to set more control over particle to particle interaction?... ...collision tolerance for instance.

  07 July 2006
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