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I thought at first the bumpy base was due to thin colliding walls so in the duplicate colliding geometry I've increased the thickness, it helped but the problem still persists. The surface begins to slosh violently and the once smooth form around the base and sides is now broken and bumpy.
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To improve this I've increased the resolution, however when I do this the simulation starts to break down. The simulation with the above settings play out fine, as the beaker rotates the surface of the water stays pretty flat, the rest of the form is consistent and it pours fairly well, however there are only 740 particles so there isn't enough detail. I have increased the substeps to help combat the problem outlined below but it didn't change I have a K -speed daemon with a spherical fall off at the start the back of the beaker which is intended to help limit the particles sloshing. Because of this increase in scale do I need to compensate by increasing the gravity for example so that it behaves like water in a normal sized beaker? I found that the RF fluids didn't appear to flow correctly in this scale, am I right in thinking that RF in C4D is less accurate at this scale? I then increased everything to about 10x the original scale (82cm tall) and the fluid is behaving a lot more natural, albeit a little more like an ocean. I originally set this scene up with the beaker modelled to scale at about 7.5cm high and 4.cm in diameter. I have a simple scene setup, the emitter spawns particles into a beaker, rests and then rotates to pour a water base liquid.
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