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Flip fluid test


Rudinie

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I've been working on a little test to get my feet wet (pun intended) with flip fluids.

http://www.vimeo.com/19534874

Information on how i did this is in the description of the video.

Ofcourse, everything is procedural so i could easily change the size of the room, the number of tiles on the floor, the amount of unevenness in them etc etc. The only thing that took some trial and error was the interaction between the particle fluid surface settings and the particle seperation in the particle fluid object in dops. Tips on this are more then welcome.

What could add to the realism in my opinion is to copy some actual deforming blobs to a couple of particles so it's less clear that it's just a bunch of particles over a surface.

Another thing that could be improved is the whitewater attribute. I used a similar method that Jeff Lait explains in his intro to Flipfluids but i had no clue what the scale of the attribute is that the basicliquid shader expects. So here i had to make a vopsop with a multiplier and a clamp function to get things working.

I would like to hear what you guys think of it.

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I think it looks really good.

At frame 0:01 where the water shoots straight up the wall looks kind of strange. Feels like the velocity of the water is to uniform and straight towards the wall which wouldn't happen in real life. After that it becomes more chaotic and natural looking. Either as some noise to the emitting of the water, or add another bend around the corner out of sight to make it more chaotic.

Very nice shader, but a little solid looking.

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Thanks for the feedback

At frame 0:01 where the water shoots straight up the wall looks kind of strange.

I've heard that more than once so that's a point to look into for future versions.

Randomising the initial sourcing seems indeed a good idee. It's now just a standard box, no noisefields or anything.

Thanks again.

R

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