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+ "text": " Hello everyone, so today we'll work on the flip sim, flip solver and another type of sourcing for the flip. I baked a few things. This is the symbol of the VDB, which is quite fast to read now because I saved it as a sequence. It's a VDB surface volume and we prepared our source and I also baked the quad mesh deformed by the wrinkled skin simulated by the femsalver. So you can see the preview here. It looks all right. We have some interesting wrinkling happening there. We have some compression, some elongation of the arms. And we have some loose movement in the tail, some inflating bubbles, exactly what we wanted. And what we worked really hard to achieve. So what's interesting is this left arm, which is kind of twisting and it creates another set of wrinkles. So it looks cool. Let's instead of this guy, use our quad mesh wrinkled by the femsolver. So we will actually use this. What I did here, I just applied a color. Basically, this is going to be the render mesh. I'm gonna make a null here. We'll use it afterwards so out, symbiote, body, render. And I'm using this modified so basically yeah let's let's do this operation here. I'm gonna duplicate it but in this one I'm gonna just apply another maybe let's do it like this. So I don't duplicate any nodes so we have the color applied here so it's a great color. What I did here, I applied an Archbid blur of one iteration. There's a slight change here and I calculated normals, so now our wrinkles get proper normals here. We can increase the iterations to two and yeah, that's cool. And now time warp. So I saved a newer VDB considering the wrinkle, so you can see that there's wrinkles included in the VDB. We'll use it for collisions and other stuff, but we'll have to readjust some of these parameters, the curvature parameters, the emission parameters, because we changed from this mesh to this mesh, which is the wrinkled mesh. So there's a slight change of geometry and there's more detail in because it's a subdivided mesh if you look at the detail here. You have four times more vertices than the previous mesh. So yeah we'll readjust some parameters here. So this was the normal selection, emit, emission blur, Maybe the emitter parameter was this guy. And then you have... Yeah, we created the viscosity attribute and the CD attribute. But we have some weird mixing here happening. So let's remove the noise for now. So this is just the convexity of the cavities of the mesh. The cavities will be multiplied by that normal mask, which is called emit and our curl noise. So let's readjust some of these things. Let's go back to the RAMs here and see what we can do. Oh, yeah, the viscose, then we're gonna touch it. The emission here. Yeah, and the curvature. Yeah, these two parameters are not very useful, but the noise is here. If we invert this guy, we'll have something like this. We may probably... Yeah, let's blur this and see what happens. So this will call emission magic. So let's use this for emission for now. And as you can see, it's emitting stuff from the concavity. So those areas that are kind of curved, not the crevices and all that geometry, like that is in between the bubbles. So we'll scatter some points here. It will probably be too much, but we'll be able to decrease that, convert to VDB. So this was the first workflow that we used. And yeah, we'll change that probably, so we'll use another method. So we'll modify this setup just a little. Here we'll just increase the resolution of this volume. So we'll omit these two nodes because I want to do two conversions again, so I'll make a point from volume. The goal here is to have a parameter which is based on a cubic formula. The point separation is a cubic formula because every time you increase this parameter, like you decrease the parameter, it's all calculated at the power of 3 because you have 3 axes inside the volume. So basically the points from volume will correspond to the resolution of our flip sim. So let's set it to 0,0,0,2 for example, choose dense grid here and see what happens. So now we have this kind of a point cloud and we don't need these two because they're going to be useless and the points from volume will be enough for emission. And we'll probably have to, yeah, because we'll transfer the, you see that we have some velocities in the scatter node here. And it's going to get a little bit heavier here. So we'll have to bake, I think I'll bake this VDB from particle fluid before doing anything. So yeah, the points from volume will add some randomization to this volume. So we'll have random particles, randomized particles in space. And yeah, we will have this kind of a particle source coming from a VDB from particle fluid and only because there's a parameter called point separation here, which will bind to the flip simulation. So now our points have velocities transferred from the scatter, but I think I'll just be baking a copy of this guy right here. in the geocached here, geocached, symbiote, vdb, I'll name it flip source, flip source, and I'll save it, I'll come back when it's done. So basically I baked the flip source, which is the volume, it reads really fast, and the points from volume generated from that volume, with the velocity and with the viscosity. So let's check the viscosity also. And if you remember correctly, we had the viscosity set to something like 3 to 7, I think. Yeah, 3 to 7. And you can see that there is variation there. So we have variable viscosity emission. Let's jump into a dot network now. because we have all the necessary ingredients to make it work. We have the source, we have the collider. Let's connect the source to the first input of the dot-network. Call this dot flip, or simflip. Let's make it simflip. Let's build our flip-network. Flip solver. Flip object. I'll set the click shift S just to change the lines into one more curved ones. And let's calculate the bounding box. What I'll do here is take for example this time warp and I'll make a time shift afterwards. We'll do channels just so we can set the frame 300 and we'll duplicate it, set frame 1, merge these two together and we'll have two geometries. And yeah, let's make a bound node here and we'll have a bounding box now. Let's make a null and call it out, flipBounds. So now I'll set this to file and let's type it in, openputPath.input0. Yeah, we'll just copy it to the particle field and put this. Because the file requires an actual file sequence, so we'll put the particle field here and we'll set the resolution to 0,0,0,2. Copy this parameter, go back into the points from volume, this way set it to 0,0,0,2 because I knew that the resolution would be this. I already baked it, so it's fine, but we'll link up these two particle separations so they're related and what else? We'll have this and we want to reference our in the flip-cell over here, reference the box size. So the expression here, we want to reference that bounding box that we just created so we'll be using the vbox we'll type in 2.slash 2.slash out flip bound and then we'll use the type dxsize because we want to take the x size, it's a weird expression but you'll see that it works so now we have the x size, I copied this thing pasted two times But instead of the x-size here, I'll put y-size and z-size. Yeah. Now we have the size of the bounding box that is referenced, but the center is off. So the center will use a centroid. Let's copy the b-box first and we'll just replace it by centroid and instead of dx-size, we'll use dx. Copy it, paste it two times, z, and in the y we'll put y and the centroid is properly set here. in order to have some headroom and some space around this box and make it a little bit bigger we'll go back to the bound and we'll add some padding to this a meter of padding Let's see what happens here That's too much. So yeah, maybe Let's do a zero two zero two zero two everywhere Yeah, let's keep it like this so if our creature moves or just goes a little bit further, crawls a little bit further, the bounding box will adapt. So this is a good way of keeping stuff procedural. Why I did this time shift on the first frame and the second one on the last frame is to just cover the whole area of the movement of our creature. So I merged them together, the bounding box, the resulting bounding box will contain both of them. So this is the whole path of movement. So let's go back to our flipsy and we'll start adding some colliders here. But yeah, let's do some gravity first, gravity for force here by default. Static solver and two static objects. I'll add one first and then maybe a merge. Let's make another merge here. it here somewhere before or after the gravity doesn't really matter in this case. So left input affects right input in a collided relationship. So this one will be called callSympiode. And we already have the collider, so put it in the second input. And I'm not going to show put anything here in the sub-patterl, ignore this completely, use deform geometry in the reevaluate sops to interpolate geometry so we'll just set these guys to zero or kind of one any pounds friction to one and in the collision tab we'll use the volume collisions instead of the mode or ray intersect we'll use the volume sample and by size we know that the resolution of our collider is zero zero zero two it's not relevant. I don't think it changes much but yeah we'll sort of picking this proxy volume with the picker here. I'll use the open-put path. I'll just copy it from the actual flip object. I'll copy this and change it to one. So now we have Echolider. As you can see we can visualize it and it's there and it's fast to read so it's all good and we need to add another collision and it's going to be the ground collision and as for the ground we didn't prepare anything actually so the ground will be just a flat plane so I'll reference it maybe I'll just you know make an object merge here put it here teleported to where we needed to be connected here. So, yeah, and maybe make a VDB from polygons. VDB from polygons. But we don't have any thickness here, so extrude volume. Or maybe, you know, just to not use all of these points, because it's quite complex, as Geometry there's a lot of polygons. I'll make a bounding box as a rectangle. I'm pretty sure not many of you use this kind of bounding box, but it's quite useful sometimes when you need a 2D shape describing the bounding box of an object. So it's a rectangle instead of having 44,000 polygons, I don't need that, it's too much. We'll have four vertices and one polygon, so I'll do a poly-extrude. and do it in the opposite way, output the back. And we'll have our collider and we'll just remove the extrude volume. Make a VDB from polygons. Make it... Yeah, something like this. And yeah, that's... Maybe that's a lot of oxles, so I'm not gonna use all of this, but let me check how big is the Yeah, the bounding box is ridiculously small, so let me make a box around it or even, you know, let's let's import the bounding box Make an object merge here push this here and we'll boot in The bounding box rectangle this guy and make it intersection So at the intersection actually a cuts a volume so we don't need the poly-extrude. We may probably make another bound here just to increase. Yeah, something larger like this. Keep the other two the same. 010101. Yeah, 0303. That's called boundsBoo. Change this to boundsBoo. And we'll have a Boolean like this. Increase the, this guy. So now we have a nice collider here. And we have much less voxels. We have like 49, I don't know, 70 million voxels previously, but we don't need that much. And we'll use the Boolean in the third input and the VDB in the fourth. Let's add the ground collider. We'll uncheck these two and use volume collisions. The volume is in the input three, the SOP path is in input two. So now we have the collisions here. Yeah, that's cool. What else? We have the viscosity to set. So, Yeah, let's do the viscosity. But first let me check if it works already. And let's save this as a flip sim setup. This is going to be chapter 10. Now let's press this, see what happens here. So what happens here is we have an emission on the first frame, but we needed to emit constantly, or like every few frames. So this was a particle field, which initially had a specific amount of particles at the start. What I'm going to do is just uncheck this visualized limits because it just messes up with the zooming in the viewport sometimes it's too big so yeah just falls down you see the liquid just falls down along with the body and just collides with the ground and the body which is great but there's a lot of things to fix here I'm going to call this guy flip object and I'll remove cut this expression and make a bottom source and connect it to the fourth input which where the sourcing happens and we'll use the first context geometry into this object and instead of source smoke, source flip, yeah, and we remove the kill inside sub. I don't like this option because it just leaves a shell of a mission instead of using the volume. So yeah, let's see what happens here and nothing happens. We'll just remove this group and use all of them with an asterisk because it's searching for the specific group if it doesn't exist it's not gonna source anything and yeah now you can see that there's a mission happening here there's a lot of particles being emitted safely because the particle separation is the same on both on flip solver and on the emitter so you see that there's a bunch of particles getting emitted here and we really don't need that much. So yeah, first thing is first, we'll start adding some viscosity. So in order to add the viscosity, we'll go here and read the viscosity from an attribute. It's called viscosity, we created it earlier. It sourced right through this volume source into the sim. The sim reads the particle attribute. If it sees the viscosity attribute, it's going to read it and copy it and introduce those newly created particles into the system. And it will also change the velocity transfer to apex verly, which is a velocity transfer mode, which is more suitable for very viscous particles and liquids. And as you know, you need a lot of sub steps for viscosity sometimes, especially when you have really fast-moving colliders. And you see that the liquid doesn't spread that much anymore. It's quite viscous, but it has variable viscosity. It emits a lot of particles there. And as you can see, it covers the whole body, which is not desired. We have too much liquid. And I remember one of the comments about Joey was that the symbiote emits so much liquid that in five seconds it would have lost the whole body mass in liquid. So it's correct. Kind of ignoring the energy conservation laws here by emitting more than we can. So let's go back to the sourcing. Oh yeah, so you can see that we have let me check this, hide other stuff. And let me see if we're displaying any collisions. No, we don't, but yeah, we're here and you can see that there's variable viscosity happening here. Some particles are less viscous than the other ones, so that's cool. But I'm pretty sure I'll rebake these flip source and flip particle source because we're going to change some of the parameters. I don't like the emission, basically. So we'll go back here to the emission. We'll flip the first ramp. As far as I remember we had this ramp controlling the curvature and if it's concavity or convexity so yeah let's use this as a mask and maybe change the curl noise the curl noise yeah we didn't expose any of those parameters which is too bad let's expose this frequency third click third mouse click or third the wheel click on the frequency both have the frequency exposed at the bottom here. So in order to introduce more break up I'll use higher frequency, faster time, maybe one. Maybe we'll also use more turbulence to break up the emission more. And the roughness decides how rough the noise is. That's all right. We can also maybe use the inflation of the bubbles as an additional mask to add to this mask in order to emit during the inflation and stop emitting during the deflation of those bubbles, but we'll see if we do that in the future. So we'll have to rebake this whole thing. I'll rebake this and I'll make a let's make a dot dot import fields just to save the simulation and in the dot import fields you drive the flip sim here and the dope node will be flip object and choose either particles or liquid and I don't want to let's say particles, just geometry. If you want to save the color, you just type in slash visualization. Then it's going to import this color. If you remove it, you will not have it. So yeah, flip object. So yeah, we're done here and then let's clean up this stuff and save it with the file cache. Explicit. I'll paste this path that I created earlier. Same flip. Same flip draw or same build, let's say. Load from disk. And in the flip sim maybe we didn't change the mode of display here as the speed basically, but it's not properly mapped speed maybe 2.1.0.6. Yes, I like this. Yeah, that's cool. That's cool. And we'll use this as parameters first, but before this, before even saving the simulation, I will just re-bake the sources because we changed the curvature and the emission. in the emission. Now the emission doesn't look anything like this. It was like this. You see how much more area you have here, but now it's like this. So we have to keep in mind that there's less emission here happening. So yeah, I'll save the new emission here and then I'll launch the simulation and we'll see each other in the next lesson where we'll mesh this liquid and see if it works because sometimes there's too much liquid emission and we'll have to fix that. See you in the next one.",
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+ "text": " Hello everyone, so today we'll work on the flip sim, flip solver and another type of sourcing for the flip. I baked a few things. This is the symbol of the VDB, which is quite fast to read now because I saved it as a sequence. It's a VDB surface volume and we prepared our source and I also baked the quad mesh deformed by the wrinkled skin simulated by the femsalver. So you can see the preview here. It looks all right. We have some interesting wrinkling happening there. We have some compression, some elongation of the arms. And we have some loose movement in the tail, some inflating bubbles, exactly what we wanted. And what we worked really hard to achieve. So what's interesting is this left arm, which is kind of twisting and it creates another set of wrinkles. So it looks cool. Let's instead of this guy, use our quad mesh wrinkled by the femsolver. So we will actually use this. What I did here, I just applied a color. Basically, this is going to be the render mesh. I'm gonna make a null here. We'll use it afterwards so out, symbiote, body, render. And I'm using this modified so basically yeah let's let's do this operation here. I'm gonna duplicate it but in this one I'm gonna just apply another maybe let's do it like this. So I don't duplicate any nodes so we have the color applied here so it's a great color. What I did here, I applied an Archbid blur of one iteration. There's a slight change here and I calculated normals, so now our wrinkles get proper normals here. We can increase the iterations to two and yeah, that's cool. And now time warp. So I saved a newer VDB considering the wrinkle, so you can see that there's wrinkles included in the VDB. We'll use it for collisions and other stuff, but we'll have to readjust some of these parameters, the curvature parameters, the emission parameters, because we changed from this mesh to this mesh, which is the wrinkled mesh. So there's a slight change of geometry and there's more detail in because it's a subdivided mesh if you look at the detail here. You have four times more vertices than the previous mesh. So yeah we'll readjust some parameters here. So this was the normal selection, emit, emission blur, Maybe the emitter parameter was this guy. And then you have... Yeah, we created the viscosity attribute and the CD attribute. But we have some weird mixing here happening. So let's remove the noise for now. So this is just the convexity of the cavities of the mesh. The cavities will be multiplied by that normal mask, which is called emit and our curl noise. So let's readjust some of these things. Let's go back to the RAMs here and see what we can do. Oh, yeah, the viscose, then we're gonna touch it. The emission here. Yeah, and the curvature. Yeah, these two parameters are not very useful, but the noise is here. If we invert this guy, we'll have something like this. We may probably... Yeah, let's blur this and see what happens. So this will call emission magic. So let's use this for emission for now. And as you can see, it's emitting stuff from the concavity. So those areas that are kind of curved, not the crevices and all that geometry, like that is in between the bubbles. So we'll scatter some points here. It will probably be too much, but we'll be able to decrease that, convert to VDB. So this was the first workflow that we used. And yeah, we'll change that probably, so we'll use another method. So we'll modify this setup just a little. Here we'll just increase the resolution of this volume. So we'll omit these two nodes because I want to do two conversions again, so I'll make a point from volume. The goal here is to have a parameter which is based on a cubic formula. The point separation is a cubic formula because every time you increase this parameter, like you decrease the parameter, it's all calculated at the power of 3 because you have 3 axes inside the volume. So basically the points from volume will correspond to the resolution of our flip sim. So let's set it to 0,0,0,2 for example, choose dense grid here and see what happens. So now we have this kind of a point cloud and we don't need these two because they're going to be useless and the points from volume will be enough for emission. And we'll probably have to, yeah, because we'll transfer the, you see that we have some velocities in the scatter node here. And it's going to get a little bit heavier here. So we'll have to bake, I think I'll bake this VDB from particle fluid before doing anything. So yeah, the points from volume will add some randomization to this volume. So we'll have random particles, randomized particles in space. And yeah, we will have this kind of a particle source coming from a VDB from particle fluid and only because there's a parameter called point separation here, which will bind to the flip simulation. So now our points have velocities transferred from the scatter, but I think I'll just be baking a copy of this guy right here. in the geocached here, geocached, symbiote, vdb, I'll name it flip source, flip source, and I'll save it, I'll come back when it's done. So basically I baked the flip source, which is the volume, it reads really fast, and the points from volume generated from that volume, with the velocity and with the viscosity. So let's check the viscosity also. And if you remember correctly, we had the viscosity set to something like 3 to 7, I think. Yeah, 3 to 7. And you can see that there is variation there. So we have variable viscosity emission. Let's jump into a dot network now. because we have all the necessary ingredients to make it work. We have the source, we have the collider. Let's connect the source to the first input of the dot-network. Call this dot flip, or simflip. Let's make it simflip. Let's build our flip-network. Flip solver. Flip object. I'll set the click shift S just to change the lines into one more curved ones. And let's calculate the bounding box. What I'll do here is take for example this time warp and I'll make a time shift afterwards. We'll do channels just so we can set the frame 300 and we'll duplicate it, set frame 1, merge these two together and we'll have two geometries. And yeah, let's make a bound node here and we'll have a bounding box now. Let's make a null and call it out, flipBounds. So now I'll set this to file and let's type it in, openputPath.input0. Yeah, we'll just copy it to the particle field and put this. Because the file requires an actual file sequence, so we'll put the particle field here and we'll set the resolution to 0,0,0,2. Copy this parameter, go back into the points from volume, this way set it to 0,0,0,2 because I knew that the resolution would be this. I already baked it, so it's fine, but we'll link up these two particle separations so they're related and what else? We'll have this and we want to reference our in the flip-cell over here, reference the box size. So the expression here, we want to reference that bounding box that we just created so we'll be using the vbox we'll type in 2.slash 2.slash out flip bound and then we'll use the type dxsize because we want to take the x size, it's a weird expression but you'll see that it works so now we have the x size, I copied this thing pasted two times But instead of the x-size here, I'll put y-size and z-size. Yeah. Now we have the size of the bounding box that is referenced, but the center is off. So the center will use a centroid. Let's copy the b-box first and we'll just replace it by centroid and instead of dx-size, we'll use dx. Copy it, paste it two times, z, and in the y we'll put y and the centroid is properly set here. in order to have some headroom and some space around this box and make it a little bit bigger we'll go back to the bound and we'll add some padding to this a meter of padding Let's see what happens here That's too much. So yeah, maybe Let's do a zero two zero two zero two everywhere Yeah, let's keep it like this so if our creature moves or just goes a little bit further, crawls a little bit further, the bounding box will adapt. So this is a good way of keeping stuff procedural. Why I did this time shift on the first frame and the second one on the last frame is to just cover the whole area of the movement of our creature. So I merged them together, the bounding box, the resulting bounding box will contain both of them. So this is the whole path of movement. So let's go back to our flipsy and we'll start adding some colliders here. But yeah, let's do some gravity first, gravity for force here by default. Static solver and two static objects. I'll add one first and then maybe a merge. Let's make another merge here. it here somewhere before or after the gravity doesn't really matter in this case. So left input affects right input in a collided relationship. So this one will be called callSympiode. And we already have the collider, so put it in the second input. And I'm not going to show put anything here in the sub-patterl, ignore this completely, use deform geometry in the reevaluate sops to interpolate geometry so we'll just set these guys to zero or kind of one any pounds friction to one and in the collision tab we'll use the volume collisions instead of the mode or ray intersect we'll use the volume sample and by size we know that the resolution of our collider is zero zero zero two it's not relevant. I don't think it changes much but yeah we'll sort of picking this proxy volume with the picker here. I'll use the open-put path. I'll just copy it from the actual flip object. I'll copy this and change it to one. So now we have Echolider. As you can see we can visualize it and it's there and it's fast to read so it's all good and we need to add another collision and it's going to be the ground collision and as for the ground we didn't prepare anything actually so the ground will be just a flat plane so I'll reference it maybe I'll just you know make an object merge here put it here teleported to where we needed to be connected here. So, yeah, and maybe make a VDB from polygons. VDB from polygons. But we don't have any thickness here, so extrude volume. Or maybe, you know, just to not use all of these points, because it's quite complex, as Geometry there's a lot of polygons. I'll make a bounding box as a rectangle. I'm pretty sure not many of you use this kind of bounding box, but it's quite useful sometimes when you need a 2D shape describing the bounding box of an object. So it's a rectangle instead of having 44,000 polygons, I don't need that, it's too much. We'll have four vertices and one polygon, so I'll do a poly-extrude. and do it in the opposite way, output the back. And we'll have our collider and we'll just remove the extrude volume. Make a VDB from polygons. Make it... Yeah, something like this. And yeah, that's... Maybe that's a lot of oxles, so I'm not gonna use all of this, but let me check how big is the Yeah, the bounding box is ridiculously small, so let me make a box around it or even, you know, let's let's import the bounding box Make an object merge here push this here and we'll boot in The bounding box rectangle this guy and make it intersection So at the intersection actually a cuts a volume so we don't need the poly-extrude. We may probably make another bound here just to increase. Yeah, something larger like this. Keep the other two the same. 010101. Yeah, 0303. That's called boundsBoo. Change this to boundsBoo. And we'll have a Boolean like this. Increase the, this guy. So now we have a nice collider here. And we have much less voxels. We have like 49, I don't know, 70 million voxels previously, but we don't need that much. And we'll use the Boolean in the third input and the VDB in the fourth. Let's add the ground collider. We'll uncheck these two and use volume collisions. The volume is in the input three, the SOP path is in input two. So now we have the collisions here. Yeah, that's cool. What else? We have the viscosity to set. So, Yeah, let's do the viscosity. But first let me check if it works already. And let's save this as a flip sim setup. This is going to be chapter 10. Now let's press this, see what happens here. So what happens here is we have an emission on the first frame, but we needed to emit constantly, or like every few frames. So this was a particle field, which initially had a specific amount of particles at the start. What I'm going to do is just uncheck this visualized limits because it just messes up with the zooming in the viewport sometimes it's too big so yeah just falls down you see the liquid just falls down along with the body and just collides with the ground and the body which is great but there's a lot of things to fix here I'm going to call this guy flip object and I'll remove cut this expression and make a bottom source and connect it to the fourth input which where the sourcing happens and we'll use the first context geometry into this object and instead of source smoke, source flip, yeah, and we remove the kill inside sub. I don't like this option because it just leaves a shell of a mission instead of using the volume. So yeah, let's see what happens here and nothing happens. We'll just remove this group and use all of them with an asterisk because it's searching for the specific group if it doesn't exist it's not gonna source anything and yeah now you can see that there's a mission happening here there's a lot of particles being emitted safely because the particle separation is the same on both on flip solver and on the emitter so you see that there's a bunch of particles getting emitted here and we really don't need that much. So yeah, first thing is first, we'll start adding some viscosity. So in order to add the viscosity, we'll go here and read the viscosity from an attribute. It's called viscosity, we created it earlier. It sourced right through this volume source into the sim. The sim reads the particle attribute. If it sees the viscosity attribute, it's going to read it and copy it and introduce those newly created particles into the system. And it will also change the velocity transfer to apex verly, which is a velocity transfer mode, which is more suitable for very viscous particles and liquids. And as you know, you need a lot of sub steps for viscosity sometimes, especially when you have really fast-moving colliders. And you see that the liquid doesn't spread that much anymore. It's quite viscous, but it has variable viscosity. It emits a lot of particles there. And as you can see, it covers the whole body, which is not desired. We have too much liquid. And I remember one of the comments about Joey was that the symbiote emits so much liquid that in five seconds it would have lost the whole body mass in liquid. So it's correct. Kind of ignoring the energy conservation laws here by emitting more than we can. So let's go back to the sourcing. Oh yeah, so you can see that we have let me check this, hide other stuff. And let me see if we're displaying any collisions. No, we don't, but yeah, we're here and you can see that there's variable viscosity happening here. Some particles are less viscous than the other ones, so that's cool. But I'm pretty sure I'll rebake these flip source and flip particle source because we're going to change some of the parameters. I don't like the emission, basically. So we'll go back here to the emission. We'll flip the first ramp. As far as I remember we had this ramp controlling the curvature and if it's concavity or convexity so yeah let's use this as a mask and maybe change the curl noise the curl noise yeah we didn't expose any of those parameters which is too bad let's expose this frequency third click third mouse click or third the wheel click on the frequency both have the frequency exposed at the bottom here. So in order to introduce more break up I'll use higher frequency, faster time, maybe one. Maybe we'll also use more turbulence to break up the emission more. And the roughness decides how rough the noise is. That's all right. We can also maybe use the inflation of the bubbles as an additional mask to add to this mask in order to emit during the inflation and stop emitting during the deflation of those bubbles, but we'll see if we do that in the future. So we'll have to rebake this whole thing. I'll rebake this and I'll make a let's make a dot dot import fields just to save the simulation and in the dot import fields you drive the flip sim here and the dope node will be flip object and choose either particles or liquid and I don't want to let's say particles, just geometry. If you want to save the color, you just type in slash visualization. Then it's going to import this color. If you remove it, you will not have it. So yeah, flip object. So yeah, we're done here and then let's clean up this stuff and save it with the file cache. Explicit. I'll paste this path that I created earlier. Same flip. Same flip draw or same build, let's say. Load from disk. And in the flip sim maybe we didn't change the mode of display here as the speed basically, but it's not properly mapped speed maybe 2.1.0.6. Yes, I like this. Yeah, that's cool. That's cool. And we'll use this as parameters first, but before this, before even saving the simulation, I will just re-bake the sources because we changed the curvature and the emission. in the emission. Now the emission doesn't look anything like this. It was like this. You see how much more area you have here, but now it's like this. So we have to keep in mind that there's less emission here happening. So yeah, I'll save the new emission here and then I'll launch the simulation and we'll see each other in the next lesson where we'll mesh this liquid and see if it works because sometimes there's too much liquid emission and we'll have to fix that. See you in the next one."
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+ }
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+ ]
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+ }