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Core fluid | This is the → HyFLIP simulation's main body of water. Every mesh vertex carries a "core fluid" attribute that is used by the → “Core Smoothing” filter to create a smoother surface:
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Splash | Here we talk about parts of the core fluid which behave like splashsplashes, e.g. when an object hit hits the fluid. Every mesh vertex carries a "splashity" attribute that is used by the → “Splash Thinning” filter to create thinner splashes:
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Displacement | This structure adds smaller waves and ripples to the surface and is also known as → ocean statistical spectrum. The Hybrido mesh engine's displacement filters are used to control how the displacement vanishes in certain parts of the mesh ("attenuation"). |
Attenuation | There are circumstances where the displacement waves are simply not wanted: Imagine a thin splash, or fast moving parts of the fluid with cresting waves. The attenuation settings allow you to fade and finally remove the small waves based on four properties: speed, vorticity, height, and splashity. |
Projection Plane | The → HyFLIP domain's viewport representation shows a square with four cubes. The plane's size defines the displacement's scale and tiling, and can also be used to clip unwanted parts of the mesh. When the → "Open boundaries" option is active all mesh parts below and outside the projection plane will be removed. |
Boundaries | The displacement can be tiled and with the settings of the → "Boundaries" section it is possible to blend the core fluids displacement and the extension tiles in order to get a seamless ocean surface. |
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