Archived post by aswaab

@Nick D with the built in houdini stuff, if you want to preserve fluid sheets, you have a couple methods… 1. Abuse particle reseeding + substepping. Increase the surface oversampling significantly. This will add a lot more particles around the narrow surface bandwidth (you can increase this to 2 if you want, also), which will help preserve sheets.
2. Use a LOT more particles, shoved into the same space and use particle separation (Need to disable reseeding, or else you will get uncontrollable volume gain). On the flip source, you can override the oversampling parameter to force more particles to be generated. This can be pretty helpful. If this method works for you, you should get a pretty clean flicker-free mesh, as you are not doing reseeding.

Reseeding + particle separation is generally not recommended, as you do get very noticeable and uncontrollable volume gain. These two things kind of work opposite to each other.

The problem with both the reseeding options (both my version and the built in one) is that once you start preserving fluid sheets it becomes hard to get them to break up naturally. I’m still working on some ideas for that.

In general, for small scale fluid fx, I prefer lots of particles + particle separation. A little viscosity can help smooth out the neighboring particles to reduce their separation from velocity effects.