Liquid Sim :: Part 3 :: Collision & Particles
- Birdie Shelton El
- May 10
- 1 min read
Updated: Aug 18
Collision
For my collision object, I used the higher cup as the main collision and turned the voxel density in the collision source low enough that there was a hole in the bottom of my cup.
Voxel density of my collision object:
DOP Network
I added an initial velocity to my particles but I didn't love the shape so I added a popcurveforce node. This gave me more control over the shape but the particles were still too far apart.
Sim result with only initial velocity
Sim result with initial velocity and popforcecurve
Shaping

Updated settings in the popfluid node to make the particles stick together more and react more like the refrence. I turned the constraint stiffness way up and reduced the particle separation. I also changed the viscosity to have it move differently when it hit the bottom of the cup.

My particles were flying outside of the effect radius of my curve's reach so I increased the suction. I did not want my particles to rotate so I removed the orbit scale.

My particles were not being consistently effected by the popcurveforce, so I changed all the ramps so the forces would remain the same the whole duration.
Result
I will continue to work on the shape and I will figure out why the particles ignore the collision in some spots.
Next Steps:
Fix Collision
Shape initial spash to more closely match the reference
Shape the stream to more closely match the reference
Add bubbles
Add smoke














