I was thinking along those lines, but rather than deleting those particles, 
add a negative force along their velocity vector (= a force opposing their 
movement).
That should slow them down effectively.
Unless lagoa doesn’t like you playing around with forces like that? haven’t 
needed to use it in a while.





From: Sandy Sutherland 
Sent: Tuesday, November 06, 2012 4:35 AM
To: [email protected] 
Subject: RE: LAGOA limiting velocity

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 | Technical Supervisor 
          
        


--------------------------------------------------------------------------------

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

Reply via email to