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concepts [2017/06/30 10:16] ndrs |
concepts [2017/06/30 10:27] (current) ndrs |
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- Easily viewing the mixing of 2 fluids: Setting different MK to different fluids can help to see how each fluid is situated, viewing the VTK exported particles colored by MK. This way, each fluid would have each color, making it easy to differenciate. | - Easily viewing the mixing of 2 fluids: Setting different MK to different fluids can help to see how each fluid is situated, viewing the VTK exported particles colored by MK. This way, each fluid would have each color, making it easy to differenciate. | ||
- Applying the same properties to several objects: Imagine you want 100 different boxes, but all of them with the same float properties. Setting the same MK to all of them ensures the float properties apply to all of them equally, so you don't have to redefine the float property values for each object. This also applies to movement for boundaries or initial velocity for fluids. | - Applying the same properties to several objects: Imagine you want 100 different boxes, but all of them with the same float properties. Setting the same MK to all of them ensures the float properties apply to all of them equally, so you don't have to redefine the float property values for each object. This also applies to movement for boundaries or initial velocity for fluids. | ||
+ | |||
+ | ===== DP (or Inter-particle Distance) ===== | ||
+ | DP is a value set for each case that specify the distance between each particle in the final result. For the same case, setting a higher DP will result in less total particles, as the distance between each one increases. | ||
+ | |||
+ | Setting a lower DP for the same case, though, will result in more total particles. | ||
+ | |||
+ | Mind that setting a higher DP and having less particles will result in a inaccurate simulation. Try to set the particle count to a balance between simulation time and the wanted fidelity. | ||
===== Object order in a case ===== | ===== Object order in a case ===== | ||
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We want to generate the following case. | We want to generate the following case. | ||
+ | {{ :undefined:order_explain1.png?nolink&500 |}} | ||
+ | |||
+ | Let's see the result with 2 different object orders. The first one would be this order: | ||
+ | - Obstacle | ||
+ | - Water | ||
+ | - Container | ||
+ | |||
+ | And the result will be something like this: | ||
+ | |||
+ | {{ :undefined:order_explain2.png?nolink&500 |}} | ||
+ | |||
+ | As you can see, the obstacle is only above the water. This happens because the creation order specifies that first the obstacle will be created. This way, when water is going to be created, it will fill its volume with particles, substituting the ones already created by the obstacle. | ||
+ | |||
+ | To fix this, the order of particles must be: | ||
+ | - Water | ||
+ | - Obstacle | ||
+ | - Container | ||
+ | |||
+ | This is the result: | ||
+ | {{ :undefined:order_explain3.png?nolink&500 |}} | ||
- | In this case the order of the particles is | + | The obstacle can now be seen through the water, achieving what we wanted. |
+ | This explains easily why object order matters in a case. The particle creation is incremental and substitutes all the possible places that a particle could be (based on DP) with the volume of the current object, in strict order. |