![]() The Overlap Problemįor large numbers of tiny bubbles this does the job perfectly. Render tip: Redshift supports nested dielectrics so the correct way to render bubbles in Redshift is to assign a 'Glass' material with a refractive index of 1.0 (air). We set pscale on the remaining points with an attribute randomize also seeded by 'id' and copy spheres onto these points. By ticking the 'id' paramater in the FLIP solver 'Particle Motion’ tab we can randomly remove most of the exported particles from the particle field using a VEX snippet seeded by 'id'. Since FLIP outputs a particle field directly it makes sense to use it for our bubbles. We export the particle field and cache to disk. Min/Max Substeps set to 2/3 instead of 1/2 (Recommended for final sims but not necessary for testing) OpenCL on & Solve Viscosity with Adaptivity on (Recommended for final sims but not necessary for testing) ![]() Swirly Kernel (Always use for viscous sims) In fact we often want to significantly over-sample the surface of the fluid for best results as this excellent demo shows. Viscous pours like this generally require reseeding to produce smooth results with minimal flickering when meshed. It collides with a deforming object to produce some stretches and folds before collecting on a ground plane. We'll start with a standard pour with fluid continually sourcing from a sphere.
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