I’ve been able to get it closer. Reduced the sim speed to 50% and really boosted the subframe and pressure (over 20 for both) to stop the leaking. The documentation says pressure usually stays within 2-10, but those numbers werent helping the collision problem.
EDIT: Not quite…still getting leaks.
If you’re not familiar with the basics…sim should inject air, which the piston pulls in on the first down stroke. Then it should compress it on the up stroke. Then the spark fires, igniting the air, pushing the piston back down. Then the piston pushes all the exhaust out on the next upstroke.
Made some minor changes such as increasing the collision margin on the colliders but more importantly adjusting the fire shader curve to clip excess burn. I assume it is burn you wanted to render. Should easily be able to redo this with Redshift.
Second vid is the temperature version
I’ve updated the scene to more closely represent the actual geometry. I’m suspecting TFD was having trouble when two colliders occupy the same space, causing leaks in the intersected space.
Would be great if you were able to create areas where you could cool the fluid instead of just a global setting, effectively making kill boxes inside objects. Like setting a negative channel value would decrease the values inside that object.
Good point. A field-control feature is on the roadmap for Reactions. I hadn’t included the Decay node (i.e. cooling, dissipation) in this yet though, only force-based nodes like turbulence, wind, etc.