Table of Contents

This page lists all processes that create and destroy the different FLIP liquid particle types, including conversions between particle types.



Liquid


Simulated whenLiquid Simulator Output rollout Liquid Grid/Particles enabled.

Birth:

Life:

  • At places where the liquid velocity gradient is high, creates Foam particlesRequiresFoam is simulated.
  • At places where the liquid surface has sharp edges, creates Splash particlesRequiresSplash is simulated.
  • At places where the liquid is in free fall, creates Splash particlesRequiresSplash is simulated + Liquid Simulator Splash rollout By Free Fly > 0.
  • On contact with a Solid geometry, creates WetMap particlesRequiresWetMap is simulated + geometry has Wetting property.

Death:


Foam


Simulated when: Liquid Simulator Output rollout Foam Particles enabled + Liquid Simulator Foam rollout enabled.

Birth:

  • At places where the liquid velocity gradient is highRequiresLiquid is simulated.
  • When Splash particles die on entering the Liquid volumeRequiresSplash is simulated + Liquid Simulator Splash rollout Foam On Hit > 0.
  • From any Source (Source Particles enabled + Source Particle Type = Foam).

Death:


Splash


Simulated whenLiquid Simulator Output rollout Splash Particles enabled + Liquid Simulator Splash rollout enabled.

Birth:

  • At places where the liquid surface has sharp edgesRequiresLiquid is simulated.
  • At places where the liquid is in free fallRequiresLiquid is simulated + Liquid Simulator Splash rollout By Free Fly > 0.
  • From any SourceRequiresSource Particles enabled + Source Particle Type = Splash.

Life:

Death:


Mist


Simulated whenLiquid Simulator Output rollout Mist Particles enabled + Liquid Simulator Splash rollout enabled + Liquid Simulator Splash rollout Splash to Mist > 0.

Birth:

Death:


WetMap


Simulated when: Liquid Simulator Output rollout WetMap Particles enabled + Liquid Simulator Dynamics rollout Wetting enabled.

Birth:

Death: