Hello everyone,
I have an issue with my whitewater simulation.
For whatever reason it seems that the particles never turn into "Spray", once they leave the fluid surface they are still considered "Foam" for some reason and then just slowly rise through the air.
Please see attached video, I'm hoping I can get some help to figure this out.
I will say that the original FLIP simulation's water level is not 0 its at -3.51 meters as that is the depth of the river's surface.
Any ideas on what is going on here? The whitewater source looks fine, the FLIP sim looks fine.
Whitewater particles floating upwards?
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- Dedrich
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- Dedrich
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- Dedrich
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- jarjarshaq
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- chilby
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Did anyone ever figure this one out perchance?
For now I just hacked around it with a popwrangle:
Which blasts all points slowly creeping up, post-sim. But it's an inelegant solution, I don't know why this is happening. It's something with the @depth not being properly evaluated, some clashing happening between surface collider and the surface of the flip mesh.
For now I just hacked around it with a popwrangle:
if(@age > fit01(rand(@ptnum), 0.8, 1.8) && @v[1] > 0.3 && @depth < 0){
@group_broken = 1;
}
Which blasts all points slowly creeping up, post-sim. But it's an inelegant solution, I don't know why this is happening. It's something with the @depth not being properly evaluated, some clashing happening between surface collider and the surface of the flip mesh.
Edited by chilby - Aug. 17, 2025 16:32:39
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