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

 


 


Liquid

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Simulated whenLiquid Simulator Output rollout Liquid Grid/Particles enabled.

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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

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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).

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Splash

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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.

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Death:

 


Mist

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

Birth:

Death:

 


WetMap

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

Birth:

Death: