Jules, I had something similar come out of some realflow sims, so I just tested for PointVelocity and if over a certain threshold, deleted the particle.
S. Sandy Sutherland<mailto:[email protected]> | Technical Supervisor [http://triggerfish.co.za/en/wp-content/uploads/udf_foundry/images/logo.png] <http://triggerfish.co.za/en> [http://static.ak.fbcdn.net/rsrc.php/v2/ym/x/lFV-lsMcC_0.png] <http://www.facebook.com/triggerfishanimation> [https://si0.twimg.com/a/1349296073/images/resources/twitter-bird-white-on-blue.png] <http://www.twitter.com/triggerfishza> ________________________________ From: [email protected] [[email protected]] on behalf of Jules Stevenson [[email protected]] Sent: 06 November 2012 03:48 To: [email protected] Subject: LAGOA limiting velocity Hey List, I'm running some lagoa sims at the moment (a glass full of liquid being detonated), and on the whole the sim is running well *apart* from about a third of the particles shooting off at an extremely high velocity. Is there a simple way to limit this? I've tried with air damping to no effect. It seems you can't just hard limit the vel either, since it has to come after the simulation node and therefore doesn't really seem to do anything. The sim is allready very slow motion (150fps) and at 30 subframes, which helps, but still getting a lot of these really high velocity particles. Any magic tricks I should know about in terms of limiting these? Any help really appreciated. Jules

