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Underwater Bubble Sim


zinogino

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Hey guys, so basically I'm trying to replicate an object dropping into a tank of water splash but with the bubbles/water only.

The way I'm currently doing it is by emitting particles based on emission attributes defined on the surface based on it's velocity and using vdb from particles to mesh the liquid and so far it's alright.

However, the client wanted a more art directable look towards the pop sim whereby more lengthy/streaky bubbles instead of huge splash etc and it got me thinking how can I achieve this? 

I'm on H16 and there's no pop fluid where I can easy increase the surface tension and viscosity to save my shot. Is there any pointers on hacking this shot without doing Flip?

I'll upload my WIP, files and other references from client tomorrow.

 

Thanks

 

wmplayer_ed87WqZdv7.png

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