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[Feature Request][Requires Documentation] Allow inflow objects to continue filling when 'under water' #322
Hope you know what I mean and that there is a work around for this.
In the simulator, inflow objects will only create particles where there is empty space and that is why they will stop filling the domain when the inflow is covered by particles. At the moment there is no workaround for this, unfortunately. I'll need to think of a way to get the inflow objects to create a pressure on the surrounding fluid so that it can continuously emit particles. I have some ideas, just need to find some time and try them out!
changed the title from
Tube with inflow object at the bottom won’t fill
[Feature Request] Allow inflow objects to continue filling when 'under water'
May 29, 2018
This ended up being quite an interesting problem to solve!
An option to force fluid inside of an inflow object to match the emission velocity of the inflow has been added. This option will be included in the next version update (1.0.4). This option will allow inflows to continue emitting when submerged with some scene modifications.
Documentation should be added for how to create a scene where a submerged inflow fills up a domain.
Enabling the 'Constrain Fluid Velocity' option will allow an inflow to push around fluid when submerged. An inflow by itself will not be able to create new fluid and continue filling a domain when submerged, however. This is due to a physical limitation. Inflows that spawn fluid out of nowhere do not exist in real life. Due to this physical limitation, a submerged inflow is not able to exert a velocity pressure on the surrounding fluid in a way that creates a displacement so that more fluid can be created to fill up the domain. All the inflow can do is push around and circulate the fluid within the tank.
In real life, a tank would be filled using a pipe where the fluid is sourced elsewhere and perhaps uses a machine to 'pump' the liquid into the tank. To create a scenario within the simulator where an inflow can fill up a tank, a pipe obstacle object will need to be created with an inflow located inside of the pipe object. The inflow velocity setting will act as the 'pump' that pushes fluid through the pipe and fills up the tank.
Using this pipe setup, the inflow is now able to push out fluid and fill up the tank, even when submerged. The pipe object that surrounds the inflow prevents outside fluid from entering the inflow object and being recirculated.
Here is an animation of the pipe setup: inflow pipe
And here is an animation with just the inflow (no pipe): inflow no pipe
Version 1.0.4 is coming soon (August 11th), so I have just added documentation for how to use this feature.