Fluid sim bubbles problem

Hi,
I’ve ran into another problem. I’m trying to make a fluid sim of bubbling water. I’ve created the domain with fluid inside and a plane emitting particles - bubbles, under the domain. The particles are set to render as objects - icosphere i made which is set up as colission object. When i move the “paradigm” icosphere through the fluid manually (keyframes) everyting is ok, the fluid collide and i have one big nice bubble going through, however the particle generated spheres doesn’t collide no matter which kind of settings i use (emitter as colission, emitter inside domain, outside domain, paradigm spher inside doamin etc…). I dont want to animate each bubble manually as there will be lot of them… . Any bright ideas? I’ve found some old thread (2006) sugessting using dupliverts and empties, but i didn’t understand it much as blender has changed much since then.

Got a link to the old thread?

And, just to clarify, the problem is that the particles that are emitted do not collide/act as obstacles for the water.

I’ll look into it.

Yeah exactly. Archived thread is here http://blenderartists.org/forum/archive/index.php/t-72737.html
Thanks

Spent a hour or so on it… couldn’t come up with a decent solution. Do you need the fluid sim?? My best bet would be to just “fake” the bubbles, in a static mesh.

Yeah, it’s for a video mapping projection. Virtual cube first fills up with water and then bubbles go through it… . I guess I’ll have to make the bubbles manually or with an array modifier or something. I tried faking them - not making them a part of the simulation but just another water spheres, but the problem is that this way they don’t vanish when they hit the top surface of the water - which is visible.
Anyway thanks for trying.

How much is the water moving when the particles need to vanish? You could always add a plane, set it to collision and “Kill Particles”, and place it ontop of the water, where you need the particles to die.

Hmm, I haven’t thought of that… The surface is quite dynamic, but i could fix that with subdividing the plane and applying shrinkwrap modifier, so it would stick to it. Thanks for the tip.