Francis Jasmin 🔶️ Profile picture
Sep 30, 2021 11 tweets 5 min read Read on X
How to perfectly blend @FlipFluids with the Ocean modifier without any compositing, displacement baking, weight painting or others complicated wizardry. @ArtellBlender #b3d #blender

Read below & share !
Step one :

Bake some splashy fluid sim (objects falling in water, ect...) Image
Step two :

Use a Lattice modifier to squash the border of the simulation. Borders should be flat. Subdivide your lattice to something as 12*12*12 and scale the borders of the simulation so that it is now a plane. Your fluid sim will now ''transition'' to the flat borders. Image
Step 3 :

Create a new plane. Subdivide quite a lot. Now delete faces the size of the Flip Sim to create a hole, but keep a small border, so that it overlap with the fluid sim. Image
Step four :

Select Fluid sim and Boolean (union) the plane. Image
Step five :

Select the contour of the hole in the plane and subdivide until it mostly match the mesh density of your sim. No need to subdivide the whole plane. Just the contour. Image
Step six :

Use a weld modifier to merge the contour of the flip sim to the plane. Otherwise there will be artefact because plane and sim geo are layering each others. If 99% of faces merge, this is fine. No one will notice the 1% remaining. Image
Step seven :

Add an ocean modifier ! Beware of the choppiness (horizontal displacement) and don't go to crazy with the wave, because your simulation is being deform by the ocean modifier. Image
Step eight :

Copy the ocean modifier of your fluid mesh to the Foam and others particle. Two separate object will deform exactly the same with two different ocean sim as long as they have same origin. Make sure all setting are the same. Image
Step nine :

Put a weight normal modifier to make it smooth.

Done ! Image
Such a gigantic fluid sim ! Image

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