oversampling fluids and particles

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
  09 September 2013
oversampling fluids and particles

I have a fast line of particles (kind of typical wind tunnel effect even example scene in fluids)
I wanted to do it with standard particles to control better the shape and all fine , just because so fast I need edit oversampling and let it at 50 to make particles look good without gaps....the problems comes when in the end of the movement I want those particles get driven by a fluid container , then blow up ... the problem is the oversampling , but how to mix with fluids if i need standard particles oversampled and then get a fluid movement?
__________________
some of my works
http://vimeo.com/marckury

and website
http://thisismarc.com

and photography website
http://albums.thisismarc.com
 
  09 September 2013
Why not nParticles?
__________________

.

Reel - 3DInk.com
Filmography -IMDB
R&D - VIMEO

*please read- cyanbsl.blogspot.com/*
 
  09 September 2013
in what way I need nparticle? actually I did a fast check and nparticle dont have oversampling to can fix super fast motion , I increase the substeps of nucleus but nothing.....
__________________
some of my works
http://vimeo.com/marckury

and website
http://thisismarc.com

and photography website
http://albums.thisismarc.com
 
  09 September 2013
yes there seems to be a bug in the nParticle system.

if you want to have correct oversampling of fast moving nParticles or you get errors in your expression like particles dissolving in packages - you have to change oversampling in the OLD solver settings under dynamics -> solvers -> edit oversampling or cache settings and then you have correct oversampling on the nParticles... set oversamplin to 2 means frame and next half frame and for example oversampling by 5 means frame 1 and 1.2 and 1.4 etc.

but you have to know that all forces inside Maya react slower when you oversample, so you have to multiply or raise the magnitude of your forces when you oversample..

Edit: and i don't think your problem is oversampling - when your particles are hit by the fluid force you have to change particle conserve to zero to stop particles to go wild.
 
  09 September 2013
well im using that old oversampling when i wrote i oversample by 50 my standard particles , and with nparticles dont seems change anything about their movement changing that oversample , but anyways the problem is with fluids not if i work with particles or nparticles , and yes my conserve is 0 when particles enter fluids , if i play all animation with oversample to 1 , all works fine , when i change to 50 to correct particles fast movement when they enter fluids just dont get a normal movement u could wait from conserve to 0 and just affect fluid movement.......
and I cant cache particles since i need the 2 systems working together....or yes maybe i can cache and kind of uncache blending when particles get inside fluid ...... i will try monday though......
if any other ideas , thanks!
__________________
some of my works
http://vimeo.com/marckury

and website
http://thisismarc.com

and photography website
http://albums.thisismarc.com
 
  09 September 2013
I thing your issue here might be that the fluid is acting as a force on the particles and by default the particles will continue to move of their own accord. The fluid velocity gets added to the particles every frame which makes them explode.

The solution is to make the particles conserve low so that they lose a lot of energy every frame and then they will take on the movement of the fluid. Start to lower the conserve down slowly from 1 and see how the particles behave. it doesn't take much for them to grind to a halt. 1.0 means they keep 100% of their velocity and 0.9 means that they lose 10% every step. if lowered to 0.5 they very quickly stop moving unless moved by something else, in this case your fluid which is what you want.
__________________
www.danielelliott.co.uk
 
  09 September 2013
yes I already said when particles get inside fluid container the conserve is 0 and in fact without oversampling all works fine , so the issue must be as u said the fluids calculate every frame while particles calcule every 1/50 frames or something and get crazy , but the conserve is 0 , the solution would be a particle PP attribute to say particles inside fluid dont get oversampling , i think i could try that with caches and then uncanching inside fluid , to explain better my scene , its just a omni emitter that emit particles to a curve with a goalU kind of curve flow effect , but then in the end of curve start the fluid container , so when particles finish travel along the curve i change conserve to 0 and they should enter the container and just move with the force of the fluid
__________________
some of my works
http://vimeo.com/marckury

and website
http://thisismarc.com

and photography website
http://albums.thisismarc.com
 
  09 September 2013
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 02:17 AM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.