Timeline for How to completely fill an object with fluid?
Current License: CC BY-SA 3.0
15 events
when toggle format | what | by | license | comment | |
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Dec 28, 2017 at 4:02 | history | protected | David | ||
Dec 27, 2017 at 23:48 | comment | added | ken heinze | Normals need to be reset for fluid to exist inside the obstacle. | |
Apr 8, 2016 at 23:02 | answer | added | Jbergman | timeline score: 0 | |
S Mar 2, 2016 at 16:03 | history | bounty ended | CommunityBot | ||
S Mar 2, 2016 at 16:03 | history | notice removed | CommunityBot | ||
Mar 1, 2016 at 0:24 | vote | accept | Somatic | ||
Feb 29, 2016 at 10:20 | answer | added | user2266 | timeline score: 6 | |
Feb 23, 2016 at 20:29 | history | tweeted | twitter.com/StackBlender/status/702228933425680384 | ||
Feb 23, 2016 at 15:10 | comment | added | Francesco Yoshi Gobbo | if you limit the domain to the container size, it won't go out :) | |
S Feb 23, 2016 at 15:00 | history | bounty started | Universal Electricity | ||
S Feb 23, 2016 at 15:00 | history | notice added | Universal Electricity | Draw attention | |
Dec 29, 2015 at 14:57 | comment | added | Mentalist | I know what you mean. Some things to consider include 1. mesh density (sometimes denser is better), 2. real world size of the fluid (sometimes larger is better), and 3. mesh topology (if there is non-manifold geometry or inverted normals you will have problems)... I hope that points you in the right direction. You'll probably need to experiment a bit. | |
Dec 28, 2015 at 17:07 | comment | added | Somatic | That was what I tried first, but it tends to create problems with fluid clipping the container, flowing out, and acting strangely. | |
Dec 28, 2015 at 10:19 | comment | added | Mentalist | Short answer for now - model a mesh roughly in the shape of the fluid. Put it inside your container/obstacle. Designate it as a fluid in the sim settings. | |
Dec 28, 2015 at 0:04 | history | asked | Somatic | CC BY-SA 3.0 |