rush2112 Posted November 18, 2018 Share Posted November 18, 2018 (edited) Hi everyone! I'm working on a project simulating similar liquid effect like the open sequence in Ghost in the Shell. I wonder if there is any tip to achieve something like that. Is it as straightforward as animating the collision geometry with a little bit viscosity? It doesn't seem to be that easy since I need a very thin layer to cover the geometry. Any tip or thought are welcome! Edited November 18, 2018 by rush2112 Quote Link to comment Share on other sites More sharing options...
FlorianEggers Posted November 21, 2018 Share Posted November 21, 2018 Not an expert in fluids by any means, but here's what I think is worth looking into: Particle reseeding to keep the liquid surface intact Post process the surface with some VDB trickery to get a smooth thin layer on top and keep a shell of liquid after it rises above the pool Quote Link to comment Share on other sites More sharing options...
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