Whitewater particles floating upwards?

   1737   5   0
User Avatar
Member
33 posts
Joined: Nov. 2018
Offline
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.
Edited by Dedrich - Aug. 17, 2024 19:17:19

Attachments:
mplay_tY0h3BPK5O.mp4 (13.7 MB)

User Avatar
Member
33 posts
Joined: Nov. 2018
Offline
I think I fixed it. The whitewater source was modifying the surface sdf in a way where the particles that were away from the surface were still being considered foam because the sdf had different values higher up... Very strange.
User Avatar
Member
33 posts
Joined: Nov. 2018
Offline
Update, it did not fully correct the problem. Particles are still not being marked as spray even though they are a meter from the surface SDF.
User Avatar
Member
59 posts
Joined: Feb. 2016
Offline
@Dedrich, did you ever fix this issue. I'm having the same issue.
User Avatar
Member
10 posts
Joined: March 2019
Offline
same for me!It's driving me crazy
User Avatar
Member
17 posts
Joined: Oct. 2021
Offline
Did anyone ever figure this one out perchance?

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
  • Quick Links