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HySF - Wet
HySF - Wet
"Wet" always requires an existing core fluid simulation.
Wet areas are those in which the fluid is touching the surface of the object. There, the wet emitter will create splash particles. Wet particles can interact with almost the entire range of available daemons and they are able to contribute to other secondary effects such as foam.
For a workflow description visit the → "Wet" tutorial.
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