Filling an A with the old boundary
Filling an A new boundaries
There is a lot in this release so we will start with a list derived from the change logs.
- Fluid objects are in. They are not "stabilized" and look rough. But we can now start with liquid in the scene.
- New boundary parameters have been added and generally work better than the velocity bias parameter. The parameters are a factor to increase boundary force and a clamp value to limit the max value of that force. If the clamp value is greater than one particles can bounce a bit.
- All particle boundary code has been more or less removed.
- The integrator was made more consistent. This mean one more pass per iteration, but is more stable.
- Softbodies are working.... Kind-of. WARNING, this can break your scene, have a backup.
- Note that you still need to subdivide emitters.
Next is the boundary code. I'm a lot happier with these parameters to control boundaries than the velocity bias. The boundary factor is just a simple multiplier on the base force and clamp simple clamps the value. So the default is that the boundary has a effect of one on the surface. If we set the multiplier to say 1.5 and leave the clamp at one. Then the "thinness" of max effect is now larger. But the magnitude of the maximum effect is the same. If we let clamp be larger than one then the boundary gets a little spring to it and can push particles back rather than stop them from traveling though the boundary.
But what about softbodies! Well first of all its a long way from finished. Ok so not that long. But this really is a alpha alpha stage in that I does delete data from the scene and generally does not like anything other than full rebakes every time. So here are the guidelines:
- Don't use high poly/vertex count objects.
- Keep the spring stiffness high. About 5000-100000.
- If the object collapses the simulation will go unstable.
- If you want fluid interactions, then you will need to up the mass values to more than 1 on the softbodies. Also smaller time steps will be needed.
- Every time you make a change to the scene rebake.
- Once a object is set to softbody its animation tracks may get deleted. You cannot move the object around the scene. Reload the scene and position the object before adding it as a softbody.
- Vertex are mass. If you have a lot of vertexs at one end, thats the heavy end.
- avoid long and short vertexs in the same model.
Now I often get complaints with the large number of options. That is the deal at this stage. I/We need to be able to work out what works and what does not. The only way to do that easily is have the options available to try in different situations.
Oh, I almost forgot, the plugin is here: