04-30-2024, 07:20 PM
yes, you are both correct that the original method did not work. I thought it was working but when I rendered a play-blast I quickly realized that the particles started jumping around on the surface of the fluid mesh. This is obviously due to the fact that the topology of that mesh is constantly changing, as stated by pikok.
What I wound up doing was actually super simple: I just detected Collison with the fluid mesh (using PhysX Collision) and then passed to a new even where the collision was continued and I added a Slow operator to super slow down any movement . I also updated the PhysX Collision to reduce the relative size of the collision hull so that the sprinkles appear to settle into the fluid mesh a little bit.
It's definitely a bit of a smoke and mirrors technique but the result is pretty good
What I wound up doing was actually super simple: I just detected Collison with the fluid mesh (using PhysX Collision) and then passed to a new even where the collision was continued and I added a Slow operator to super slow down any movement . I also updated the PhysX Collision to reduce the relative size of the collision hull so that the sprinkles appear to settle into the fluid mesh a little bit.
It's definitely a bit of a smoke and mirrors technique but the result is pretty good
