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i want to start my simulation with a low amount of water and it should increase after some hundred frames more and more. Unfortunately animating the velocity variables is not working that well and scaling the emitter is not working because it´s made of single faces in one object. And i can´t scale the emitting faces with "individual origins" as keyframes. Any workarounds?

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  • $\begingroup$ can u provide blend file? "normally" velocity would be the right thing to use...what do you mean with "not that well"? $\endgroup$
    – Chris
    Dec 4, 2021 at 14:57
  • $\begingroup$ thank you, what velocity option is the best to animate? $\endgroup$ Dec 4, 2021 at 15:17
  • $\begingroup$ I would try normal…then you can rotate the emitter if you want and it still works while animating $\endgroup$
    – Chris
    Dec 4, 2021 at 15:33
  • $\begingroup$ the emitting object is not moving or rotating... it´s just emitting like a faucet. but i will try it with normal velocity, thank you! $\endgroup$ Dec 4, 2021 at 15:36
  • $\begingroup$ i set the normal velocity to -2 for the start, after 100 frames it goes to 0. and it´s still a huge amount of fluid in the beginning.. $\endgroup$ Dec 4, 2021 at 15:43

1 Answer 1

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One thing you can try is to animate the surface emission, however that would mean that the water would start to appear from more than the object's face. Instead you could have a hidden dup of your emission object that is the actual emission object, scaled down to your minimum flow.

enter image description here And here is your file with similar.

I'm still downloading 3.0, but probably similar in 2.93.5...

You could try a trick where you have a hidden (non-renderable) collision object that is the same shape as your emitter object, and you could vary its scale to have it interfere more or less.

enter image description here

Another idea is to animate the particle radius:

enter image description here

I finally got blender 3.0 installed. The blender uploader doesn't seem to recognice 3.x file yet, so here is a Dropbox link.

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  • $\begingroup$ thx.. i will try that! $\endgroup$ Dec 4, 2021 at 18:10
  • $\begingroup$ Decreasing particle radius leads to the opposite.. the fluid is getting clumsy and blown up. think i should adjust the mesh particle radius as well... $\endgroup$ Dec 4, 2021 at 18:18
  • $\begingroup$ @flonkplonk -- Yes I can imagine some side effects on all of these suggestions, also depending on your mesh-flow object. $\endgroup$
    – james_t
    Dec 4, 2021 at 19:39
  • $\begingroup$ @flonkplonk You want to INCREASE particle size to slow down the flow. I left a link to your file that I edited with the example of my third suggested technique. $\endgroup$
    – james_t
    Dec 5, 2021 at 2:32
  • $\begingroup$ @flonkplonk I also added a Dropbox link to your file edited with my first example of animating Surface Emission instead of Particle Radius. Just an example as you'd probably want the initial flow to be smallers (by scaling the Toke_Wateremitter object). $\endgroup$
    – james_t
    Dec 5, 2021 at 2:41

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