Help with Beach sim

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Hi,

I need help with my beach sim. In order to render the water correctly, the water mesh needs to go through the ground mesh like this picture. see image 1 below

However, the collisions are not perfect so sometimes the water does not penetrate the ground like this. see image 2

That causes the render to look like this. see image 3
The white splotches are where the bottom side of the water mesh is not below the beach ground mesh,
How can I extend the bottom to make sure it is completely below the ground mesh?
Edited by evanrudefx - Aug. 2, 2017 14:58:20

Attachments:
image 1.png (685.7 KB)
image 2.PNG (903.0 KB)
image 3.PNG (618.7 KB)

Thanks,

Evan
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One thing you are not showing is the FLIPObject collision guide. This is different than the Static Object collision representation used by RBD. You may need more collision resolution. By default this linked directly to particle separation, but you can enable the Override on the FLIPObject and lower the collision resolution even further than the particle separation.
Edited by Enivob - Aug. 3, 2017 09:27:29
Using Houdini Indie 20.5
Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
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The collisions guides seem fine. The collision guide follows the geometry perfectly.

Attachments:
1.PNG (767.4 KB)

Thanks,

Evan
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Enivob
One thing you are not showing is the FLIPObject collision guide. This is different than the Static Object collision representation used by RBD. You may need more collision resolution. By default this linked directly to particle separation, but you can enable the Override on the FLIPObject and lower the collision resolution even further than the particle separation.

The only way I found to fix it is in the particle fluid surface node turn up the water droplet scale. That makes the mesh extend further down. Not sure the problem is collisions.
Edited by evanrudefx - Aug. 3, 2017 13:47:48
Thanks,

Evan
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