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Table of Contents

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

 

Page Contents

 

 

Liquid


Simulated whenSimulator 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 + 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: Simulator Output rollout Foam Particles enabled + 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 + Simulator Splash rollout Foam On Hit > 0
  • From any Source (Source Particles enabled + Source Particle Type = Foam)

Death:

 

Splash


Simulated whenSimulator Output rollout Splash Particles enabled + 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 + Simulator Splash rollout By Free Fly > 0
  • From any SourceRequiresSource Particles enabled + Source Particle Type = Splash

Life:

  • On free fall, splits into several smaller Splash particles RequiresSimulator Splash rollout Splash to Mist > 0
  • On movement, creates Mist particles and decreases its Particle SizeRequiresMist is simulated + Simulator Splash rollout Splash to Mist > 0
  • On death due to entering the Liquid volume, or due to contact with a geometry, creates Liquid particlesRequiresLiquid is simulated + Simulator Splash rollout Affect Liquid > 0
  • On death due to entering the Liquid volume, creates Foam particlesRequiresFoam is simulated + Simulator Splash rollout Foam On Hit > 0

Death:

 

Mist


Simulated whenSimulator Output rollout Mist Particles enabled + Simulator Splash rollout enabled + Simulator Splash rollout Splash to Mist > 0

Birth:

Death:

 

WetMap


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

Birth:

Death: