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Voxel & Flip Simulation


Strife

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Here is a volume and a flip fluid, the flip being generated at the volume fluid's surface.

To be honest I'm not sure this is a good way. I think you'll end up with more trouble than it's worth. You should probably make 2 different dopnets, not 2 sims in 1 as in this example.

Perhaps what you could do instead is to use a smoke sim with heavy heavy smoke and then use its velocity to advect the particles of a flip sim.

Maybe it gives you some ideas.

flipflopfluidvol.hip

post-4013-130078508145_thumb.jpg

Edited by Macha
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Similar idea, different implementation.

I use a voppop or a vopforce to achieve boyancy. It is slightly slower but far more predictable.

I disabled the vopforce in this example and only the voppo works (it can be multithreaded, vopforce gets quite slow)

I think there may be a way with the gas field vop as well but I haven't quite figured out how to make it act like a force yet.

flipflopfluidvoltoppopvopforce.hip

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