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Masking Velocity Fields in Flip Tank


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Hello folks!

I'm currently trying to solve an issue with a flip fluid flat tank setup. I have an animated collision object (shark) breaching the surface... simple enough. Now I want to have some velocity that occurs only above the fluid surface that pushes the splash in whatever direction I want. Now, I only want it to affect splash that is above the main water surface. I tried using a Uniform Force with an SDF Field Mask inside the Dopnet that lies a little above the water surface which works somewhat, but it's not so natural looking. What would be a more elegant solution to this? I've been working on different ways and haven't come up with anything that works well... thanks!

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