The reason it''s 0.05 actually has nothing to do with the viscoscity. It's because 1/24 (the scene framerate) is roughly 0.05. So basically, divide the velocity by the framerate.
@@liteningstrike12 You should be able to do that, yes. Delta Time totally slipped my mind, but yeah that _should_ be equal to 1/framerate, unless theres a scene time multiplier active, in which case delta time would be more accurate to use.
here is a better example i simulated after i.imgur.com/FermrdA.mp4 still a bit glitchy but im sure somebody will come up with something clever for stability
If your fluid source mesh has a nice, evenly distributed geometry, you can convert its vertices to points and use those instead of generating new points to distribute on faces. With a particle instance modifier, you can make the proxy have a point following every baked fluid particle. The points already follow the geometry, but are volumetric, not superficial (although that may open different opportunities). The baked particles have their velocity stored somewhere, and that could be useful, but I don't know if that property can be accessed from GN.
Any reason, other than better points distribution and not being limited by topology, to use Distribute point on faces instead of converting actual faces to points on faces center? Wouldn't it be more precise or I'm totally off?
I have been googling this for years and for some casual reason googled it again out of no where (guess always looking at what "Houdini can but Blender can't"), and you just made it possible, thanks as always, genius!!
because the mesh for the liquid sim is not static we're just having something else (the points) store "static" UV coords and moving them along the dynamic mesh, really a very simple concept compared to many other things
All this channel has become is “hey everyone let me pretend to be a hyper intellectual and say a bunch of big words while never actually solving ANY issues I presenting in this RU-vid video!”
I love your videos, but accelerating your voice in the video is super annoying, it puts the brain under great stress, which is unnecessary for the sake of the video and tutorial ... you know, people love to watch videos also in order to relax and not to get bombarded with huge amount of informations. Just put it to normal speed, maybe cut a bit here and there, and that's it.
For a VR painting tool I made a couple years ago, I invented triangular textures (as opposed to square textures). Sort of like 1.5d vector geometry I guess. No UV unwrapping necessary, so no distortions. Also no performance penalty. Worked great. No one ever used it though, so meh.
This is one of those things that you see done in paid software and think it could never be done in Blender. This actually gets quite close and is indeed a very powerful tool. Thanks a lot for sharing!