And here we are.
We have the whole simulation.
They kind of lose power
after the first impact.
That may be something we want to work on or not, but for now,
let's just keep it as is and let's
have a look at both things combined
events like this one
and this one, and just drink out.
We have our merge and let's have a look at both things.
Of course, this is high risk simulation and yet one is kind of low risk.
So let's see what we have here.
Going to color code these so you can easily identify them.
Let's go with the three.
The timing of the first burst,
I think it makes sense.
They blend well.
They blend pretty well together
because it's fact.
They're all inheriting the same motion of the
we had before.
I think that's
a really good, really cool simulation to have at this point.
Yeah, nothing to
no complaints.
I would say I think this is actually matching
pretty well.
So at this point, what I'm going to do
is make sure we have kind of a high res simulation cached
so we can merge both of them and have a look at the final result.
We do have some controls for high,
high resolution simulation, high rez and low rez here.
I'm going to actually add
some a few more attributes here.
On this version.
So let's edit primary interface.
I'm going to add a folder.
Just keep things organized.
This is going to be less a
let's put these inside.
This is going to be a simple tab and I'm going to create another one.
Going to be
last. Be
also a simple one.
And in this one, what we're going to be wanting to adjust
automatically is the
inside.
So on the
not this one sorry the top that
let me put the dot net for here
and this is the amount that we want to control the particle separation.
So this is the low res version.
Let's go with the full
part.
CEP particle
separation,
last B particle separation
defaults going to be 2.01
and that's it.
Next, we will have
something that whenever you increase the number
of particles, the density of particles, the solver might need more.
Some steps so it doesn't break up and show us some weird behaviors.
So the maximum subset is also something that we want to control
and have different values if we're doing a low risk or a high risk.
So I'm going to add an integer here.
Last B sub steps
and here just call it sub steps.
Default value
is going to be formed a little red, so to speak.
And let's hit accept
now and go up.
We have the controls.
I'm going to copy this parameter
and pasted on the flip object based relative reference.
I'll copy this parameter
and go to the subset
based relative reference
for the high resolution, which is a preset that we actually have loaded right now.
I'm going to use 0.004 and subsets of four, and I'm going to save this.
So if we said
and say hi, pass
on the heap,
save present,
and then I'm going to
save preset
as low rest just so I don't have to redo that.
The attributes that user interface, the primary interface,
just going to see this as a low res save preset.
And I know this low risk can be zero five.
Now this
100,200,
this is going to be 0.01 and here it's going to be two.
So let's save this changes save presets as low rest, save presets.
And now we have the low rez and the high rez with all the families
there are actually relevant for both simulations.
I'm not going to bowl.
I'm not going to be simulating these again,
but I am going to be simulating these with high resolution values.
I at this point
just going to go save the file
and save to disk.
Once this is done, we'll come back to have a look at what we have.
So at this point,
looking at the results, combining both simulations,
I think there are some pretty good points.
There is a nice blending between both of them in terms of timing.
The I'm not a big fan of the initial burst.
There's a very big difference between the speed
and the velocity on the speed of the first radial blasts.
I'm going to call it like that.
The first radio blast is a bit too strong
and that's something that's more visible.
I think it's pretty visible from all angles, but
everything is coming together really well.
Overall, the,
the drag is probably a bit too strong still because the,
the initial burst is very fast and it kind of stops pretty suddenly.
So we'll probably be reducing the, the drag intensity and we,
I would really like to find a way of kind of reducing the intensity
of this initial bar so it doesn't blow up as much.
yeah, that's those are the main elements.
But coming, bringing together these two layers, I think it's
definitely a plus for the blast that we already had.
And yeah, we'll continue to refine this
on the next lesson.