Hi,
Any idea if this could be made with default blender liquid Particles possibilities?
Big Thanks for tips how to begin, or what addon to use to get this done
Thomes
Hi,
Any idea if this could be made with default blender liquid Particles possibilities?
Big Thanks for tips how to begin, or what addon to use to get this done
Thomes
hi,
is there a possibility to get a metaball out of these spheres ? or how could i best mesh this particlesystem?
thanks for help! if someone has a better idea how to achieve this, i would be happy.
thomes
What do you mean?
You want to fill that box with your metaballs and at the same time make them flow out of the box?
hi sergey,
i want to achieve the result you can see in my first post.
so now i have this particlesystem and i want to mesh it like for example the “quick liquid” does…you have calculation points and you mesh them to get a surface.
i thought i can get this surface with metaballs…maybe there is a better solution for this
As I see it: you can just try to make that same armature (it’s not that difficult though) and then make the liquid system
thanks sergey,
thats what i try…to get that good particle animation done…
this is not that trivial !
you have a idea for my question how to mesh the particel system? metaball vs. the fluid domain liquid calculation / meshing method…
I think the best way to do this is to use the default domain liquid system. But bear in mind that making this such simulation could bring a lot of load on your PC, of course, unless, you’re having a top-notch hardware.
That video (posted by @goorman) is completely faking the result. The concrete is an image texture that slowly moves upward with some randomness. You can see the image flickering on the left side later in the video.
Look closely where the mixture coming from the pipe meets the concrete. It is not moving the already poured concrete around like a particle system would do.
I think the mix from the pipe is an animated texture. The way it moves is too rigid and jumpy for a particle system. There is another blob turning on and off to make it look more like a random flow.
If you want to do a particle system version use two particle systems. One with liquid and one with small stones.
Perhaps have two fluid systems - one more sticky looking like your earlier post to give the effect of the very thick water coming off the stones. And one runny fluid to fill up the framing.
the first animation i posted is really really good made…the interaction between the concrete coming out of the pipe and the moving concrete mass on the ground looks so greatly realistic .
that is the goal…for me as a beginner in blender quite a heavy work.
as i understand you matakani, you would make one PSystem for the pipe and one for the ground concrete mass ?
i was not that happy with trying the liquid thing… it looks very much like water would flow or then like honey…this here is more like sand.
…cant i surface-mesh a particle system after particle calculation like the fluid modifier after caching ?
Have you tried to export as an fbx or alembic?
You can. I was pointing out that is what the video looked like. Or do you mean the second half of my comment? I was talking about what comes out of the pipe - it could be a mix of two particle systems. The stone and water.
But yes, you could also do the ground concrete as another particle system. I did think earlier you can have a plane that moves upward with a layer of stones on it.
If you want it highly realistic you may need to set up a rigid body system And rigid body constraints… That would take a lot to set up. A rigid body setup means the particles know they are connected to each other and they move as a mass.
Have you seen the Molecular - plus addon? https://github.com/u3dreal/molecular-plus
I have no Idea how useful that is. I have used the old version, but not that updated newer version ( the - plus).
The only way is to set the particle system to render as an object and select a metaball as the chosen object. You might have to play a bit with the scale and resolution of the metaball so it works well for the simulation.
In your case, you could go a step further, by making a collection with a metaball and a rock sharing the same space, then set the particle system to render as that whole collection, that way you can get the surface and rocks from the same particle system.
However, there is a limitation with this method, because metaballs don’t support motion blur. Fluid particles aren’t really a complete, usable feature.
i´m as it seem not able to explain it, sorry…
with quick liquid in blender you make a calculation of points. after that, with the calculation pointcache you make a mesh …that gives the water surface…
so what i mean is, if that is not possible to do with the particlesystem points ? calculate and surfacemesh them afterwards… all in blender, no export.
with water-liquid sim it is not to make…if it becomes more viscosity, it looks like honey, it comes down slow, not very fast as i want it, and also the look of the ground mass looks AND behaves COMPLETELY different to what i want.
Here is a working exemple:
concrete_sim.blend (883.3 KB)
The “fluid” feature of the particle system never got an official way to generate a mesh. Metaballs are the closest, but they are limited.
last question here…any idea where to screw to get the ground mass moving up faster…it seem that its eating up its own volume.
in my first screencapture film “interaction radius” helped…but with these metaballs is getting less volume.
If I understand, you are trying to make it pile up more on itself?
The settings that will help are stiffness, viscosity and stiff viscosity. You may also need to increase the subframes, because a higher viscosity will destabilize the simulation and make it explode if it has poor quality.
These settings will make the fluid thicker and it will build up higher.
hi,
i´m quite lost
…just tried several hours to get the emitter smaller from the size of the red circle to the green… AND keep the particle animation the same but scaled down… dont know where to screw… ![]()
…would be cool if you could help me again with this… ETN249 …or also someone else…
concrete_003.blend (1.4 MB)
many thanks !
tomes
In theory, you would have to reduce the particle’s radius (in the “render” section of the particle settings) and possibly alter the particle’s “interaction radius” (in the particle’s physics settings).
However, you are going to run into a problem if you do that: Blender’s physics become unstable at small sizes. I was not able to make your scene work by shrinking the emitter.
There is a solution: increasing the size of everything else instead, it makes physics more stable. In Blender, if you are going to work with physics, it’s usually a good idea to work at 10x real scale, even if you have to increase the gravity to make it look right.
I have made a modified version of your file.
Here is the scene:
concrete_003.blend (1.4 MB)
The simulation doesn’t come close to filling the container, so you might need to play with the size of the particles and their number.
If you just increase the number of particles, they are going to get emitted too quickly and explode, so you would need to also give them starting velocity so they clear the emitter quicker.