HySPH Waterline Simulation

Starting point for splashes is always an existing HyFLIP simulation. Here it is a simple water basin with an animated object.




Quick Start

  • Set the domain's simulation state to → “Cache” (“yellow rocket”).
  • Other, already simulated HySPH emitters have be set to “Cache” as well.
  • Add a “Waterline” emitter from the “Hybrido” shelf.
  • Reset the scene.

 

 

What you see now is a cross in the viewport's centre, indicating that the emitter is not bounded. You can prevent the particles from leaving the domain:

  • Add/reuse a → “k Volume” daemon and adjust it to the scene with the R key.
  • Or make sure that the particles will be enclosed inside a container or a cube.

 

Open the emitter's → “Waterline Creation” panel:

 

 

  • Choose the object(s) which should create the waterline particles.
  • Adjust the waterline's “Width” and keep the value in mind, e.g. 0.2 m.
  • Be careful with “Emission rate”, because the amount of particle can grow quickly.

 

If you want to dissolve the foam, for example to create a nice foam trail behind an object follow these steps:

 

 

  • Open the → “Waterline Dynamics” panel.
  • Set “Min lifetime” to a smaller value, e.g. 2.5 seconds.
  • Set “Max lifetime” to 3.0 seconds.

 

Finally you have to adjust the waterline object:

 

 

  • Object > Node Params > Volume

  • Go to the → “Domain offset” parameter and enter the “Width” value from “Waterline Creation”.

  • In this example it is 0.2.

 

Simulate.