This page lists all processes that create and destroy the different FLIP liquid particle types, including conversions between particle types.
Liquid
Simulated when: 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 + 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: Simulator Output rollout Foam Particles enabled + 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 + Simulator Splash rollout Foam On Hit > 0
- From any Source (Source Particles enabled + Source Particle Type = Foam)
Death:
Splash
Simulated when: Simulator Output rollout Splash Particles enabled + 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 + Simulator Splash rollout By Free Fly > 0
- From any Source. Requires: Source Particles enabled + Source Particle Type = Splash
Life:
- On free fall, splits into several smaller Splash particles Requires: Simulator Splash rollout Splash to Mist > 0
- On movement, creates Mist particles and decreases its Particle Size. Requires: Mist 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 particles. Requires: Liquid is simulated + Simulator Splash rollout Affect Liquid > 0
- On death due to entering the Liquid volume, creates Foam particles. Requires: Foam is simulated + Simulator Splash rollout Foam On Hit > 0
Death:
Mist
Simulated when: Simulator 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: