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Choice between Ripple Solver or full Flip Sim


nicolas.schlafer

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Hello,

I need to produce fluid animation to get close to this reference picture:

The left side should be a very soft wave hitting and bouncing on the bottle, the right side should be a bit more agitated water but still very smooth in general.

My dilemma is that i'm hesitating between "faking it" and using a mix of ripple solver and other "non-sim" ways to deform a mesh, or to go for full on flip sim.

From what i tried already, and what i read, having very calm/subtle flip sim is not easy to achieve at all, so i was thinking for now that the first "faking" solution would be more appropriate.

I would be very interested to know how you would approach this situation.

brief.thumb.jpg.5261f9b168b0457236445c08162ab25b.jpg

 

As an example, this is what i'm getting for now for the left side with a simple ripple solver and some caustics. The caustics helps a lot to make the render interesting but the movement of the ripple is a bit boring for now.

caustics01.thumb.jpg.6b50da0e74c1d97b6bf0262e8207e908.jpg

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