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whitewater and depth issue

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I've been running a shot with flip and white water, and I noticed something a bit odd in the white water Solver. It's the first time I run this sort of setup in Houdini 17.5 .

Imagine a pool full of water that have the floor made by many doors, that start to open. The flip sim itself look ok.

I see the whitewater solver is heavily dependent from the depth attribute, that is calculated from the vdb of the main flip sim. And that is the issue, at least to my eyes. The sdf of the filled pool looks like the shell of cube. So instead of just having depth 0 on the top of the water, it also create depth 0 at the bottom of the pool. And that seems to create issues, as my white water gets to the bottom, and then react like a foam, so the particles get together and then they start to move up, creating lots of bubbles and then arriving to the top of the fluid, and there creating massive chucks of foams. Of course I can try to work on the foam controls of the solber to make it pretty, but it would be great if I could avoid the issue at the start.

Am I missing something? Is there an easy solution using what is already built in the solver by default?

This is also a problem for the shading, as it complicate a lot the process of split in bubble/foam/spray caches, as I currently have foam at the bottom of the pool. :(

I'm currently inspecting everything inside the whiteWater solver and trying to come up with a solution and a custom sdf to feed to the solver, but I'm scratching my head at the moment, so any help would be appreciated.

Sorry I cannot upload anything, the shot is in production.




Edited by AlbertoDr

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