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FLIP Fluids and Collisions


Naeem

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Hi,

I am trying to simulate a stormy ocean using FLIP fluids (something like this

) and I have set up my scene as shown in the attached file. However, I have a problem with the dummy geometry. Since the fluid exists on the first frame itself, it is within the dummy geometry as well and hence that gets simulated. Is there any way to fix that so there are no particles on the inside of the geometry?

Thanks.

Naeem.

P.S. : I understand I could not have the fluid present from the first frame and have it flowing into the scene from some emitter and then use initial data and simulate further from there. I am just wondering if there is a better way of doing this.

STORM_GEO_V02_R11.hipnc

Edited by Naeem
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Hi,

I am trying to simulate a stormy ocean using FLIP fluids (something like this

) and I have set up my scene as shown in the attached file. However, I have a problem with the dummy geometry. Since the fluid exists on the first frame itself, it is within the dummy geometry as well and hence that gets simulated. Is there any way to fix that so there are no particles on the inside of the geometry?

Thanks.

Naeem.

P.S. : I understand I could not have the fluid present from the first frame and have it flowing into the scene from some emitter and then use initial data and simulate further from there. I am just wondering if there is a better way of doing this.

If you have an SDF of your geometry you can do a volume sample in a vop. Any particle that returns <0 is inside your geometry. Add those points to a group and delete by the group. If your dummy geo exists as multiple static objects you can mix each together with a volume mix set to minimum(since we are only concerned about where the geo is it doesn't have to be a perfect combination).

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If you have an SDF of your geometry you can do a volume sample in a vop. Any particle that returns <0 is inside your geometry. Add those points to a group and delete by the group. If your dummy geo exists as multiple static objects you can mix each together with a volume mix set to minimum(since we are only concerned about where the geo is it doesn't have to be a perfect combination).

Thanks for your replies. Just over the top of my head (since I am on holiday and don't have a machine to test this right now), couldn't I use Sculpted Fluid to achieve the same thing? In H12, Sculpted Fluids also use the FLIP Solver, so I guess it should give me the same result. I could use the ground object as Terrain and the static geometry as Obstacles.

Naeem.

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