I’m trying to do a shower simulation using flipfluids. I’ve set up a model of shower head with an object of an array of cylinders for the inflow. If I keep the domain about twice the height of the shower head mesh it all works great but if I extend the domain so it’s a decent height for a shower the inflow only flows from a few of the cylinders. What am I doing wrong?
The Final Resolution acts as a divider on the domain size. If you don’t increase the resolution when you make the box bigger, you have larger voxels inside the box to cover the same area. This causes a lower resolution simulation, which can cause gaps.
Try increasing the resolution, or scale down the shower head/inflow geometry for the simulation and scale the resulting simulation back up, after your are done.
Thin fluid and smoke streams are a challenge for any software. It might be better to think of this as particle simulation, instead.
Thanks for that. Makes sense. I’ll try increasing the resolution.
I had thought of trying partical system but I wanted to give the sim a try first becuase I like the way it changes the shape and size of the drops as they fall and hit the ground. This is also for a projection map on a 3 story building so details are important.
A way to make sure that the voxels do not change size when resizing the domain is to enable the Lock Cell Size option under the resolution setting. When enabled, the addon will automatically adjust the resolution value to maintain a constant voxel size as you resize the domain.
Tip: you can visualize the domain grid by enabling the Display Grid option in the FLIP Fluid Debug panel. Visualizing the grid while you change the size of the domain can help show how the grid changes with the Lock Cell Size option on/off.
The size of a voxel is the smallest amount of physics detail that will be able to be resolved within the simulation. Similar to how a pixel is the smallest amount of detail in a 2d image. In order for the streams to be resolved, they must be at least one voxel large. Ideally larger for more physics detail.
If you end up integrating particles into your project, using the Blender metaball mesher can help generate a mesh droplets similar to fluid simulation.
Blender’s dynamic paint features in combination with particle systems or fluid simulation can help create convincing wetting as droplets fall on the ground. There are a few tutorials for this effect on YouTube.
Animated flowmap textures can also help create convincing wetting effects on surfaces
There is a flowmap addon on the Blender Market called DeltaFlow: https://blendermarket.com/products/deltaflow