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Procedural velocity damping by area?


squardis

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Hi,
Im trying to make some water explosion using flip,
Biut there are always streaks (vel vectors) who are just going further than I want.
And they arent driving faster than others.
What is a good approach to keep them in a area?point lookups? length?
Im a bit touching in the dark or cant find a good solution

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First thing that came in my mind would be to apply opposite force if velocity is bigger than some value (the more it goes over this value, the bigger is the opposite force). But im not a big FLIP pro :D so maybe there is a better solution.

Edited by Tom
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