FLIP sim moving POP particles? (Bubbles emitted from diver)

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I'm looking to find a way to make a FLIP fluid sim move particles, which would themselves be used to instance underwater particulate matter or bubbles.

All of my Googling turns up ways to make POPs influence FLIPs, but I'm unable to find this, and I'm sure it's depressingly easy.

The scene is a pre-animated character diving into water. To get the bubbles as he dives it looks like the best bet will be to emit particles with instanced geo bubbles (correct? No matter how splashy I make the sim, I'm not getting any bubbles happening from the dive itself).

Thanks for any help!
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Are you using Enforce Air Incompressibility in the Flip solver?

Otherwise, I'd guess a way would be to create a velocity volume from your fluid sim and add it to your particle sim (pop advect by volume).
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That's what I've ended up doing–the advection. Since I need lots of bubbles emitted from the diver, the compressed air was seeming to not be the way to go, but so far advecting a pop sim is working nicely. I haven't figured out the bubbles-meeting-the-surface part yet, but I'm thinking a heavy pop drag up at the top will help, and I'm also thinking that given the camera angle some sins can be forgiven this go-'round. Using the water surface as a boolean for the instanced geo is helping the particles not to fly up and out of space–not sure if there's a better way to handle that.

Thanks!
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