After we went over shading, lighting and rendering refractive materials in our latest video in Rendering 101, you wanted to know how the liquid splash we used had been created. Look no further – in this tutorial Mo walks you through all the necessary settings in FLIP to simulate exactly that splash!
I’ve really been enjoying entagma these last few weeks.
Tips and insight are absolutely invaluable!
On this one, and since Moritz is asking at the end regarding speed and performance, I’d like to say that:
1. According to Jeff Wagner and his FLIP masterclass, particle separation is also expressed in meters, so the value “0.0005” is way too low, that’s like 5/10,000 cms, that’s why we get a very nice and detailed fluid that of course comes at the expense of performance. I’d set the scene to the correct scale and use .001 as Particle Separation which would be a millimeter, which is more than enough given the distance to camera.
I tried using 0.005 as Particle Separation but the fluid just disappeared as the sim progressed, I guess one should fidlle more with the static object to make it work with less particle separation.
2. In the FLIP solver, in the Solver tab, there’s a checkbox for “Use OpenCL”, in theory that uses OpenCL and if your GPU supports OpenCL you can benefit from increased performance.
3. In my machine it took 15 hours to simulate 75 frames. We should definitely be able to make this faster, right?
Once again, thanks for the excellent content you guys produce.
A light in the dark!
Really nice tutorial , but I think abusing a bit the surface tension would have added to that “macro” look, also you can use reseeding in orderd to fill some areas in the liquid (an effect similar to what sheeter does in RF).
Really cool! This would be a little more advanced but the only thing I can think to add would be something like this “thin sheet solver”. https://forums.odforce.net/topic/44102-thin-sheet-fluid/
I used this a while back and it really helped with a crown splash and would probably help a lot with filling in the areas where you just have those points but can see that it would be the edge of a nice big thin sheet.
I did notice when using this that it did slow my sim down a lot, particularly when it was trying to reseed the sheet where i had my body of fluid that was being splashed into, so one thing that helped me was to set a group in pops so it would only reseed the parts that were above the waterline, or in your case maybe the parts outside of the glass. Could be a fun thing worth messing with if anyone is curious to push this setup a little further 🙂
Ouh – nice one! Really itneresting link. Gonna dive into it 🙂
Thx & Cheers, Mo
Hi Christopher, that’s a really interesting idea on grouping the points above the waterline and only reseed those!
I am trying to solve this issue and would love any quick tips you could give me on applying this concept?
Nice, clear, and clean as always!
Just a quick fyi: when using a proxy volume, the division fields are ignored on the static object – they just get pulled from the vdb!
First of all, congratulations for all this amazing work that you guys have done all these years and thank you very much for bringing up and sharing your knowledge.
I have watched this tutorial a couple of times, maybe I missed that but when I add the particle fluid surface, it hides the ice?
Also, is there an easy way to make the ice float after sink into the liquid?
I tried to play with different densities but could not succeed yet.
Thanks again and kind regards,
The link to the project files appears to be broken.
Fixed, thx for letting us know!