Hello all!
Using vellum fluids to sim some blood (super amazing solver), however, I've noticed that vellum uses surface based collision detection vs. volume based. If I birth fluid on a moving object, after it's initial velocity inheritance, it doesn't seem to inherit the velocity of the collision object. I end up having to create a popwrangle that transfers velocity from the closest surface, which doesn't seem as intuitive as say, flip, where it'll automatically grab the collision object's velocity. Is this the case? Or is there a phantom function somewhere I'm not seeing?
Vellum Fluid Collision object issues
341 0 0- Andrew Furlong
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