Working through a Fluid Simulation that I’d like to get some help with. I’m trying to have a single droplet bead out of a larger pool of liquid (that would be attached to a ceiling of sorts). So I’ve got my droplet set as a fluid, as well as the ceiling pool of liquid. I’d like the droplet to respond to scene gravity and fall through the larger pool (with mesh responsiveness between the two) but have the larger pool locked in place. Right now it sums the two together as a single liquid and it all drops through the scene. I’ve run numerous tests trying to achieve this effect but am open to other options as well. See the attached screen for the setup I’ve mentioned here.
I havent actualy tried this, but I might do later today. Anyway, my 2 cents is that what if you think about what situation would cause a drop of water to fall like that and then recreate a similar situation in blender? For example, what if you created a plane, made a small hole in it, extruded it on the z axis to give it some thickness and then let a fluid flow through the hole, maybe you could get a good flow so that you could extract one good looking falling waterdrop from that?
Thanks for the reply - that’s a really good idea and I will definitely try that. I have several other tests with particle systems and the like as well, but didn’t think to try that. I’ll give it a shot and keep you posted.
If it’s only a single drop, you may want to just use shapekeys and keyframes. It will give you total control on the timing.
Here is a basic water droplet forming:
Frame 1 - 100
single object “water-1” with shape key forming drop and sagging down.
frame 101 - end
water-1 is keyframed to disappear (viewport and render visibility)
and water-2-top and water2-droplet are keyframed to appear
water2-top is the water up top that doesn’t drop. It has a wave modifer to simulate the rings radiationg. water2-droplet is a subdivided cube with a shapekey for compression, and a displace modifer. water2-droplet is keyframed to move downwards.