moreffects Posted July 6, 2011 Share Posted July 6, 2011 Does anybody know how to add foam or whitecaps to FLIP fluid ,depending upon its crest wave and small crest wave splash ?? Quote Link to comment Share on other sites More sharing options...
Solitude Posted July 6, 2011 Share Posted July 6, 2011 (edited) 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 July 6, 2011 by Solitude Quote Link to comment Share on other sites More sharing options...
moreffects Posted July 11, 2011 Author Share Posted July 11, 2011 thank you Ian ,i appreciate your reply ,i have tried curvature based and velocity based spray/foam emission voracity would be nice approach ,i have to try that out thank you so much Quote Link to comment Share on other sites More sharing options...
moreffects Posted July 14, 2011 Author Share Posted July 14, 2011 Is there any way we can use surface tension or viscosity or other alternative which can stop break apart FLIP fluid??since there is surface tension and viscosity is disabled by default on FLIP fluid. Quote Link to comment Share on other sites More sharing options...
benne5 Posted July 19, 2011 Share Posted July 19, 2011 This particles and chops tutorial may help. http://www.sidefx.com/index.php?option=com_content&task=view&id=600&Itemid=216 Quote Link to comment Share on other sites More sharing options...
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