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Ghost in the Shell liquid FX

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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 by rush2112

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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

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