I am trying to make a short animation where Ice transitions into water as it falls into a wine glass. But whenever I’m playing the animation, the liquid just phases through it and falls as if the glass isn’t there. Yes, the glass has fluid effector physics, and the sample resolution for all the objects is 32, I also made sure to increase the glass size (I saw in the tutorial that size matters with phasing)
Do I need to increase size, resolution, or what?
Here’s the file:
Ice to Water.blend (2.0 MB)
I duplicated the glass and just took the inner surface that will collide as collision object and turned on is planar and some thickness. works now. dont know if you have to do it that way. but at least you got a start.
Ice to Water.zip (549.3 KB)
Oh, thanks! But the collision for the larger cup is a lot, I’m going to add initial velocity later, but I want it to splash in and interact with the cup, so If I scale the original glass to the size of the effector glass, it will be weird to see water floating in the air inside it. Any way to reduce that collision distance to be as much accurate to the mesh as possible?
I only scaled it, because the liquid was too big. I think you should be able to scale that somewhere. I havent done any liquid in years. I am sure there is a margin, or something similar. Thickness of collision is on the effector
Hmm, okay, I will try to scale everything larger.
Sorry for the inactivity, I had a phase.
Increasing size worked but very poorly. I actually kind of gave up on this for now, since I don’t have the hardware requirements to run this kind of simulation anyway. Thanks for the help though.