On 2/23/2017 12:34 PM, Jim Holsenback wrote:
> On 2/23/2017 5:09 AM, Stephen wrote:
>> Inspired by Kirk’s and Thomas’s work in the thread “Tracing the path of
>> streams”
>> I thought I would see what I could do using Blender.
>> Conclusion: The fluid simulation is too course to be useful for what
>> they are doing.
>> I post one of the images from the animation. Using the PovRay Exporter
>> this took 7 minutes to export and 4 minutes to render in Pov 3.7
>>
>>
> i've played with physics engine and cloth simulation they both seem to
> do better with a higher face count ... what do your terrain and water
> meshes look like?
My understanding could be wrong on this as it is the first fluid
simulation I have done. No filling a glass with water for me. ;)
Initially the water mesh (domain) is a six faced cube. I have left the
grid levels at automatic, whatever that means. The resolution
(granularity) in that sim is 350 and the real world size is 0.5 metres.
I think all these things add up to the make water mesh.
If there is a way to change the collision margin I can't see how. Unlike
the rigid body and cloth.
The terrain is a mess of a mesh. Again my first attempt using the
sculpture tool. It needs to be simpler and have better defined water
channels.
Thanks for asking as writing this reply has clarified things in my mind
and has given me a plan B.
The first thing to do is create a new terrain with channels for the
water to flow in. Then fill them in the first part of the simulation
followed up by balancing the inflow and outflow.
All that shouldn't be too hard for someone starting out.
Don't ya think? ;-)
--
Regards
Stephen
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