A still from the second video:
This is a little experiment I have been working on to see if I can simulate fluid moving in a beaker as you accelerate the beaker. This required a new node to measure the acceleration value and direction, so I would know what to do with the fluid. When you accelerate a vessel with liquid in it, the liquid tries to stay still so will move up the side of the vessel away from the acceleration force, the opposite side will move down. When you stop the vessel, the liquid will return to a state of rest (horizontal top surface) over a period of time depending on the final acceleration and the viscosity of the fluid. The hardest part was making a node that did this and that automatically kicked in the “settling stage” when the vessel stopped moving.
Here endeth the physics lesson.
This was the first video:
Here is the second:
I have made changes to the fluids’ viscosity here and gave the green liquid a convex meniscus, rather like mercury. (hmmm, no mercury emoji…)
And finally here is the node tree:
You can see that I have to use Execution Triggers to get this to work properly, I am finding I am using these more and more these days. All I have had to do is keyframe the position of the beakers and everything else is Clockwork Magic. I am quite happy to explain all this if anyone is interested. What is new for me is to use the three nodes at the left of each set to compute the location of the object on current frame, one frame forward and two frames forward, this is fed into the Expression node, which uses boolean maths to see if they are all the same and if so, this triggers the “settling stage”.
I am not ready to publish the new node on my Old-GitHub site yet as there is still a lot more testing to do.
The fronts of the beakers are missing on purpose so you can see the liquid, of course it would all spill out if it were not for Clockwork Magic!