02-27-2020, 12:05 PM
(02-27-2020, 10:54 AM)d4rk3lf Wrote: Well, it kind of makes sense, because fluid force is affecting the PhysX dynamics (if not - overwrites them)
Why don't you try and setup 2 Tyflow systems?
One is driven by fluid force, and they could be small spheres (set PhysX kinematic on them), and the other is the wall with Regular PhysX.
Try using trigger PhysX collision (inter particle), or maybe just test by time.
Or you can even make 2 Tyflows...
I don't have time to test it now, but I will definitely try something like this myself.
Cheers! Yeah I have experimented with this method before, it does work effectively, I added a vid of how it turns out. I found it works better not setting the particles to kinematic as they just smash everything they hit at 100%. However just normal settings they seem to behave more like 50 - 80%, but that's probably the size and frequency of the particles too.
Quote:shadowkiller
What do you have your fluid force set to? Add, blend or replace?
You can also add mass to your physics pieces and then enable the relative to mass option in the fluid operator. That should allow you to adjust how much influence the fluid force has, based on the mass of the object.
I was using Replace. Cheers, I switched to Add and got some better results, however I had to drop the influence to 10% and it's still a bit frantic, any lower and it takes to long for the block to react. I fiddled with the mass influence too and still could not find a good result. Guess as a short term I can use the Fluid Birth method, but was hoping to skip the extra sim step.
Thanks both for your help.