Hello everybody,
Unfortunately, I have to ask again, because as nice as the fluid function is, it is incredibly difficult to control this function. At least for me as a beginner.
Now I'm almost at my desired goal, but unfortunately I have the problem that the liquid, in this case water does not reach the rotating objects. In nature the water would completely surround the rotating objects, I have changed all parameters, but I can't get to the desired destination.
Maybe someone knows what this may be?
I would be very happy about an answer, thank you very much for the effort.
Hi @Floydchen
Great to hear from you on the forums! I will download this and take a closer look in the next few days. In the meantime, I wonder if @klankster or @Anonymous have any insight into this fluid issue!
Talk to you soon,
Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA
oohh my laptop died and I don't have Max installed at the moment.. BUT.. from memory I would try a couple of the following.
Turn off Delete Exceeding Particles
In the conversion area have a look at the thickness settings (thickness and scale I think).
How does it look without the mesh?
Hello Hagen,
Thank you for your reply, I think it would be indeed very good if someone looked at the 3Ds MAX-file and checked the settings. I have been experimenting with it for weeks / months now and just can not continue at this point.
Very dear thanks, Floydchen
Hello Stephen,
Thanks also to you for your suggestions. I have tried the ideas what you've said.
Unfortunately with no success. Have look at my screenshots.
Thanks a lot :-).
@Floydchen wrote:Hello Stephen,
Thanks also to you for your suggestions. I have tried the ideas what you've said.
Unfortunately with no success. Have look at my screenshots.
Thanks a lot :-).
You are kind of on the right track, but you need to adjust the the Collision Settings NOT the emitter settings:
Override the Globals Controls->Set Thickness: 0,0
Proof:
Looks like @Anonymous has the right idea!
Let us know if this helps 😄
Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA
Hi Hagen, Hi aon.914858227
wow, wow, wow, aon.914858227 this is really amazing what you have made :-)).
I am soglad, that there is really a solution for it, so I tried to adjust this settings what you have used, but my result doesn't look lie yours.
I'll attach my adjustments, and would be very happy if you can say me, where I make the mistakes.
Could you send me perhaps your max-file aon.914858227?
Thanks a lot for your effort.
Floydchen
Hi @Floydchen
I did a little test simulation of your scene and am not exactly sure what the issue you are describing? The liquid does reach up and over the 2 stars eventually.
I would say the collision on the pipe will take a little more finesse, it currently seems to blast the water out all over. To mitigate that, I would suggest adding a shell modifier to the pipe, but here is a video from Tom Hudson that may help with some tweaks you can make to your fluid settings.
I hope this helps!
Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA
Hi Hagen,
Thanks for your reply, yes perhaps it is a further good tip to give the pipe an extra shell.
I'll do it as soon as possible and give response, if this was the right way.
The solution from aon, was TOP.
This tutorial from Tom Hudson I saw already, but perhpas I will watch it again - he seems to be a master for fluids :-).
Thanks and have a great day.
Hello,
my solution isn`t perfect either as i get leaking with fast moving fluids with your geometry. I have to agree with @hagen.deloss that you have to refine or even rebuild the geometry from scratch. Adding shell-modifier can help, but most of the leaking comes from the connections to the housing where simply adding a shell modifier builds rather thin geometry.
However, i really like the way the housing fills up.Also you should synchronize the gears, they are intersecting.
Increase the Time Steps/Transport Steps.
Hi AON,
thx for your reply and you effort in my matter.
Yes, that was a thought what I also had during this process.
I build this housing with a Proboolean-Modifier, perhaps it wasn't the right way for it.
I'll try it with a shell-modifier as next.
Thanks for all your help 🙂
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