This page lists all processes that create and destroy the different FLIP liquid particle types, including conversions between particle types.
Liquid
Simulated when: Liquid Simulator Output rollout Liquid Grid/Particles enabled.
Birth:
Life:
- At places where the liquid velocity gradient is high, creates Foam particles. Requires: Foam is simulated.
- At places where the liquid surface has sharp edges, creates Splash particles. Requires: Splash is simulated.
- At places where the liquid is in free fall, creates Splash particles. Requires: Splash is simulated + Liquid Simulator Splash rollout By Free Fly > 0.
- On contact with a Solid geometry, creates WetMap particles. Requires: WetMap 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 high. Requires: Liquid is simulated.
- When Splash particles die on entering the Liquid volume. Requires: Splash is simulated + Liquid Simulator Splash rollout Foam On Hit > 0.
- From any Source (Source Particles enabled + Source Particle Type = Foam).
Death:
Splash
Simulated when: Liquid Simulator Output rollout Splash Particles enabled + Liquid Simulator Splash rollout enabled.
Birth:
- At places where the liquid surface has sharp edges. Requires: Liquid is simulated.
- At places where the liquid is in free fall. Requires: Liquid is simulated + Liquid Simulator Splash rollout By Free Fly > 0.
- From any Source. Requires: Source Particles enabled + Source Particle Type = Splash.
Life:
Death:
Mist
Simulated when: Liquid 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: