Scripted water generated very bouncy
3 posts • Page 1 of 1
Scripted water generated very bouncy
When I take a rectangle and I liquify it, it behaves as if I expect water would.
For some reason, when I script it, by making a block and hitting it with a circle on an axle, the water is EXCEPTIONALLY bouncy. Totally unrealistic and makes it un-useable. The water just starts flying everywhere.
What's really odd is on that scene if I ever create water again, even by just liquifying it, it is super bouncy, to the point where the water balls go flying every which way when I hit liquify, instead of falling nicely downward with gravity.
Any idea how to fix this? I poked around for the last half hour and all I can find is some references to deleting the config.cfg file which I did, and doesnt fix anything.
For some reason, when I script it, by making a block and hitting it with a circle on an axle, the water is EXCEPTIONALLY bouncy. Totally unrealistic and makes it un-useable. The water just starts flying everywhere.
What's really odd is on that scene if I ever create water again, even by just liquifying it, it is super bouncy, to the point where the water balls go flying every which way when I hit liquify, instead of falling nicely downward with gravity.
Any idea how to fix this? I poked around for the last half hour and all I can find is some references to deleting the config.cfg file which I did, and doesnt fix anything.
- grantypoo
- Posts: 36
- Joined: Sat Apr 30, 2016 1:46 am
Re: Scripted water generated very bouncy
Well now that I ask, I just found another thing which says to do this...
scene.addWater({});
SPH.SetNewSPH;
In the console, however it doesnt do anything. But if I put it in my oncollide scripting portion, it makes the water calm down... but then I generate no water again...
scene.addWater({});
SPH.SetNewSPH;
In the console, however it doesnt do anything. But if I put it in my oncollide scripting portion, it makes the water calm down... but then I generate no water again...
- grantypoo
- Posts: 36
- Joined: Sat Apr 30, 2016 1:46 am
Re: Scripted water generated very bouncy
Well so what I ended up getting figured out is putting this into the oncollide code, and all seems good!
(e)=>{
scene.addWater({
vecs = [e.pos, e.pos, e.pos, e.pos, e.pos, e.pos]
});
SPH.SetNewSPH
}
(e)=>{
scene.addWater({
vecs = [e.pos, e.pos, e.pos, e.pos, e.pos, e.pos]
});
SPH.SetNewSPH
}
- grantypoo
- Posts: 36
- Joined: Sat Apr 30, 2016 1:46 am
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