Flip Fluid Explosion?

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So coming from RealFlow I'm trying to basically make a fluid “splat”

The way I would do that in RF would be to make a filled volume sphere, and then I would put some collision geo in the middle of it and quickly scale it up and down in say four frames.

I tried doing that with the "Flip Fluid from Object' but it didn't work exactly right.

It was as if the collision object moved from underneath and didn't scale at all when it impacted the fluid.

Am I going about this the wrong way or is there just something special I have to do for the collision object?

Thanks for any help
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Ok I figured out what I was doing wrong… hadn't reset the transform on the collider object.

So it's doing what I want, but the results are pretty awful.

Is there some other way that you guys make a splat with flip fluids?
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No one? Nothing?
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You might get better more predictable results by building velocity fields instead of using collisions. A cool way to do it is by getting the cross product of the normals of some control geometry, that gives you the direction along the surface, use that to drive velocity in your FLIP sim
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see attached…
try using a sop-solver.

Attachments:
splat.hipnc (704.0 KB)

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