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how foam ,whitecaps?


moreffects

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Hey deepak, here's an updated version of my beach fluid scene that includes the operators for coloring based on velocity... you can try to filter based on that, but a much better approach would be to build a vorticity function (how swirly the fluid is) instead. Then, you could filter a point group of the highest vorticity to birth new particles for spray and stuff like that.

The sidefx masterclass on flip fluids shows you how to build a vorticity sort of function.

Another edit: you could also use the measure sop on your mesh to measure curvature and shade based on that as well.

Flip_Beach_Waves.hipnc

Edited by Solitude
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