How can 3ds Max fluids be used to fill a glass?

How can 3ds Max fluids be used to fill a glass?

GutenBar
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How can 3ds Max fluids be used to fill a glass?

GutenBar
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I made a glass and tried to fill it with water from an emitter, but the particles, although they recognized the collision object, did not accumulate, did not generate volume, the liquid level never left the bottom.

Can the 3DS Max's Fluids do this task? What can be interfering? How can I fix it?

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Anonymous
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worked fine for me and I got it set up quickly.  look at my zip of a max example (2019)

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Message 3 of 4

GutenBar
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Thank you @Anonymous  for your time and attention, but sorry. I didn't comprehend exactly what happens in your file. 😁

In my computer, It seems that the upper part of the sphere creates particles that are being blocked by the face removed from the cone trunk (cup), while the particles generated in the lower part of the sphere go to the bottom of the glass, although it does not reach it nor fill the glass.  🤔

But the file helped to understand the limitation of the simulation: the emitter can fill the container only if it is not inside the liquid. That is, by this solver, if a pool is supplied by a pipe below the existing water level, it will not fill and overflow. But if the emitter is above, it will work. 

😐

I attached an example file.

Other discoveries that I made:
The option Delete Exceeding Particles (Simulation Parameters > Solver Properties) makes a considerable difference in the container filling (time to fill and liquid volume).
Fluid velocity and blocker thickness also can influence the result.
Emitter works better with closed 3d Objects (opened faces are ignored) bigger than the voxel size.

 

What generated this post was that I had the misfortune of having almost all these problems in the same place and time: a tiny emitter with deleted faces on the bottom part of the container (I was thinking about letters being filled by water). And in another test, I should have used a fast emission on a thin blocker.


So it stays the suggestion for the developers (emission from bellow fluid surface).

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Anonymous
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Ah yes and I had the same problem solved for me by another forum user before earlier in my work.

Yes odd that I was too quick in my example, some sort of splash-back tricked me into thinking the glass was half full instead of half empty 😉

BTW, if I added a "shell" around my collision object, it worked better but not to give details on a proper solution (see the link)

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