bentway23 Posted November 20, 2018 Share Posted November 20, 2018 (edited) **I'm amending this--originally it was just the below question, about making POP particles collide with FLIP sims, but I just was toying with multiple POP emitters/particles in the same scene, and they don't seem to want to play together easier--so my more fundamental (surely stupider) question is: how does one make different particle systems (POP, FLIP) interact? For instance, in the supersimple screenshot, I would want the orange particles (which have initial velocity on x) to collide with the blue ones. I would think, since they're part of the same POP solver, this would just happen. I would think wrong.** I have a puddle of bood, a viscous FLIP fluid. I have POP particle rain (a la https://www.sidefx.com/tutorials/rain-systems-and-wetmaps/). How can I make the rain (the particles--I assume not the instanced geo) collide with/splash the FLIP fluids? I understand how to use POP forces on FLIP sims, but when I put a POPnet and FLIP sim in the same scene, they just ignore each other. Since static/RBD and particle (FLIP or POP) solvers all play so well together with minimal extra effort, I'm sure getting POP and FLIP sims to play together is something simple and dumb. Thanks! Edited November 20, 2018 by bentway23 Added info 1 Quote Link to comment Share on other sites More sharing options...
M-Rex Posted July 18 Share Posted July 18 I don't know much about flip sims but this vid can surely help you collide multiple pop networks Quote Link to comment Share on other sites More sharing options...
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