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FLIP

simulations/flip·v1.5.1
IN:1  OUT:4

The FLIP operator turns the points of any POP into liquid particles that transfer their velocity to a grid, where gravity, viscosity, vorticity, surface tension and an incompressible pressure solve act, then back to the particles with FLIP or APIC transfer. It outputs the particles, white water particles, a meshed surface and the solved grid as a POPX field.

Simple mode applies one solver step to the input every frame, while Advect runs a feedback loop (Initialize, Start, Play) with a Target Feedback Loop POP for forces downstream. Viscosity can vary per particle for water and honey in one simulation, the ground and a mesh or field collider act as solid walls, and the surface renders with a refractive water shader or a PBR material.

PAGEFLIP
Target Feedback Loop POPTargetpopA reference to a POP node downstream in the network whose data is retrieved one frame later.
PIC/FLIP RatioPicflipratioIn FLIP mode, the blend of FLIP to PIC velocity. 1 is pure FLIP and lively, lower values are calmer and more damped.
Max Axis ResolutionMaxaxisresSets the number of voxels along the longest axis. The other axes follow the box proportions.
Display BoundsDisplayboundsDisplay the simulation box.
Time ScaleTimescaleSpeed multiplier on the time step. 0 freezes and 2 doubles.
Time StepTimestepThe time step per frame in seconds, 1 divided by the cook rate (read-only). Time Scale multiplies it.
SubstepsSubstepsNumber of solver substeps per frame. More substeps are more stable.
InitializeInitializepulseInitializes the POP from its input and parameters. The initial particles are spawned.
StartStartpulseStart the simulation from the initialized state.
PlayPlayPause or play the feedback loop.
StepSteppulseAdvance the simulation by one frame while paused.
PAGEProperties
Particle SeparationParticleseparationSets the rest distance between the particles in world units. It sets the rest density and the particle size.
Particle Radius ScaleParticleradiusscaleScales the particle spacing used for push-apart, over-packing correction and the particle radius (PointScale).
Separation IterationsSeparationitersSets the number of push-apart passes per frame that keep the particles at their separation below grid scale. 0 turns it off.
Pressure IterationsPressureitersSets the number of pressure solve iterations. More iterations make the fluid less compressible but are slower.
Over RelaxationOverrelaxationSets the over-relaxation of the pressure solve, from 1 to 1.95. Higher values converge faster, 1 is plain Gauss-Seidel.
ViscosityViscosityKinematic viscosity in units squared per second. 0 is inviscid.
Viscosity AttributeViscosityattribSets an optional float point attribute that multiplies Viscosity per particle. When empty, Viscosity is used everywhere.
Viscosity IterationsViscosityitersSets the number of iterations of the implicit viscosity solve per frame, used only while Viscosity is above 0.
Slip LengthSliplengthSets the wall friction of viscous liquids in world units. 0 is no-slip, larger values slip more freely along walls and colliders.
VorticityVorticitySets the amount of vorticity confinement, which restores small swirls. 0 is none.
Surface TensionSurfacetensionStrength of the surface tension, which flattens the free surface and pulls small fluid into droplets. 0 is off.
Enable Surface Tension BlurSurfaceblurBlur the surface curvature before applying tension, so it follows the overall shape instead of cell noise.
Blur RadiusBlurradiusSets the blur radius of the surface tension in voxels. Useful values are 1 to 3, up to 4.
PAGECollisions
Enable Ground CollisionEnablegroundcollisionCollide with an infinite ground plane.
Display GroundDisplaygroundDisplay the ground plane.
Ground Collision MarginGroundmarginDistance the particles keep from the ground.
Display GeometryDisplaygeoEnable drawing the collider, as the mesh or the field's zero surface.
Collision PassesGeocollisionpassesNumber of collider solves per substep. More passes hold fast moving geometry.
Collision POPCollisionpopThe collider, either a mesh POP or an SDF field volume.
SolidSolidWhen on, particles inside the collider are pushed out. When off, the collider is hollow.
Keep InsideKeepinsideWhen on, the collider is hollow and every outside particle is pulled back in. When off, only escaping particles are caught.
ProjectProjectPlace every particle on the collider surface instead of colliding.
Collision OffsetCollisionoffsetDistance the particles keep from the collider surface.
Collision DampingCollisiondampingVelocity lost on contact. 0 bounces and 1 stops.
Uniform ScaleScaleSpecifies a uniform scale factor for the collider.
PAGEForces
Gravity MultiplierGravitymultiplierMultiplies the Gravity vector.
Wind SpeedWindspeedThe wind acceleration along Wind Direction, in units per second squared.
Velocity DampingVelocitydampingAmount of damping applied to the velocity. 0 applies no damping.
Static ThresholdStaticthresholdSets the static friction coefficient. Contacts below it grip.
Dynamic ScaleDynamicscaleSets the kinetic friction coefficient that slows sliding contacts.
Limit AccelerationLimitaccEnable the particle speed cap set by Max Acceleration, to prevent instability.
Max AccelerationMaxaccSets the particle speed cap, the same at any frame rate. 100 gives 16.7 units per second.
PAGEWhite Water
Generate White WaterGeneratewhitewaterGenerate spray, foam and bubbles from the fluid.
Display White WaterDisplaywhitewaterShow the white water particles in the viewer.
Render White WaterRenderwhitewaterRender the white water in your Render TOP. Needs Generate Surface and Render Surface on.
Max White Particles to AllocateMaxwhiteparticlesSets the size of the white water particle pool, the most white water that can exist at once.
Precise ClassificationPreciseclassificationClassify white water from the neighbors of the fluid particles instead of the grid. Gives finer detail at a higher GPU cost.
Trapped Air RateTrappedairrateSets the emission rate of white water from trapped air, in converging turbulent flow.
Trapped Air RangeTrappedairrangeSets the low and high trapped-air potential, per second. Emission starts at the low value and is full at the high value.
Wave Crest RateWavecrestrateSets the emission rate from wave crests, where the surface is convex and fast-moving.
Wave Crest RangeWavecrestrangeSets the low and high wave crest potential. Emission starts at the low value and is full at the high value.
Kinetic Energy RangeKineticenergyrangeSets the low and high kinetic energy that scale the emission. Slow fluid emits little, fast fluid the most.
Lifespan RangeLifespanrangeSets the minimum and maximum foam lifespan in seconds before it dissolves.
Spray ThresholdSpraythresholdSets the fraction of rest density below which a white water particle is ballistic spray.
Bubble ThresholdBubblethresholdSets the fraction of rest density above which a white water particle is a bubble. Between the two thresholds it is foam.
Spray DragSpraydragSets the quadratic air drag on the spray. Higher values slow the plumes and feather them out sooner, 0 is ballistic.
Bubble BuoyancyBubblebuoyancySets the upward push on bubbles, as a multiple of gravity.
Bubble DragBubbledragSets how fast bubbles take on the surrounding fluid velocity, per second.
Foam DensityFoamdensitySets the optical depth of a foam puff. Higher values turn foam opaque white sooner.
Foam ScaleFoamscaleSets the size of the foam and spray puffs as a multiple of the particle radius.
Foam BrightnessFoambrightnessSets the exposure trim of the foam. 1 is physically based.
Foam BlurFoamblurSets the blur of the foam medium in pixels, merging puffs into a continuous sheet.
Bubble OpacityBubbleopacityScales the bubble reflection and coverage from 0 to 1. At 1 each bubble is a mirror ring with a nearly clear center.
Bubble ScaleBubblescaleSets the bubble size relative to the particle radius, with 30 percent random variation. 0.5 gives small champagne bubbles, 1.5 large ones.
Bubble BrightnessBubblebrightnessSets the exposure trim of the bubbles. 1 is physically based.
Underwater SoftnessUnderwatersoftnessSets how much the bubbles and foam soften with depth under the water. 0 keeps them as sharp deep as shallow.
Scale SpeedScalespeedSets how fast the white water particle size animates on birth and on changing type, per second.
Fade TimeFadetimeSets the time in seconds before death over which a white water particle shrinks to zero, so it does not pop out.
PAGESurface
Generate SurfaceGeneratesurfaceEnable building a liquid surface mesh from the particles.
Display SurfaceDisplaysurfaceShow the surface in the viewer.
Render SurfaceRendersurfaceWhether to render the surface in your Render TOP.
Render TOPRendertopThe Render TOP whose camera and lights draw the surface.
Max Axis ResolutionSurfacemaxaxisresSets the surface grid resolution along the longest axis of the simulation box.
Kernel RadiusKernelradiusSets the radius of the particle averaging, in particle spacings. Larger values are smoother.
Particle RadiusParticleradiusSets the radius of each particle in the surface, in particle spacings. Values below about 0.5 leave holes.
Adaptive RadiusAdaptiveradiusGrows the radius up to this many times where particles are sparse, so that drops and sheets hold. 1 disables it.
Concavity RangeConcavitySets the low and high concavity range, which pulls the surface in at concave gaps to remove spurious blobs.
Field Blur IterationsFieldbluritersSets the number of Gaussian blur passes on the surface field. 0 disables the blur.
Field Blur RadiusFieldblurradiusSets the blur radius of the surface field, in voxels.
One-Sided BlurOnesidedblurWhen on, the blur only fills dimples between particles and never erodes droplets or crests.
Curvature Flow IterationsCurvatureitersSets the number of curvature flow steps near the surface. Flattens particle bumps while keeping broad waves.
Protect RadiusProtectradiusCurvature flow fades where the surface bends tighter than this, in particle spacings. 0 turns it off.
Density MaskDensitymaskSets the particle densities, from 0 to 1, where curvature flow and mesh smoothing start and reach full strength.
Erode / DilateErodedilateOffsets the surface in voxels. Positive values grow the liquid, negative values shrink it.
Open / CloseOpencloseMorphology in voxels. Positive values close small holes and gaps, negative values remove thin bits and specks.
Mesh Smoothing IterationsMeshsmoothitersSets the number of volume-preserving smoothing steps on the Surface Nets mesh, which remove grid stepping and orange peel.
Mesh Smoothing StrengthMeshsmoothstrengthSets the smoothing amount per step. 0.5 is standard.
RefractiveRefractiveRender the surface as refractive water or glass. When off it is opaque and uses Diffuse Color.
Environment MapEnvmapSets the equirectangular map TOP seen through the water, and reflected when the scene has no Environment Light.
IORIorIndex of refraction. Water is 1.33.
Refraction StrengthRefractionstrengthSets how much the water bends light. 0 is none, 1 is physically based, 2 is strong.
Units per MetreUnitspermetreSets the world units per meter, which scales absorption and scattering. Larger values give clearer water.
AbsorptionAbsorptionMultiplier on the absorption coefficients. A value of 1 is pure water.
ScatteringScatteringSets the light scattered per meter. Water is about 0.002, murky water 0.2 to 1.
Phase GPhasegSets the scattering direction. 0.8 scatters forward like natural water, 0 scatters evenly in all directions.
ReflectivityReflectivitySets the reflectance at normal incidence. Water is 0.02.
RoughnessRoughnessSurface roughness. Blurs the light reflections, the environment and the refraction.
Ambient OcclusionAmbientocclusionScales the contribution of the Environment Light, from 0 to 1.
Specular LevelSpecularlevelSets the specular strength of the surface PBR material. Only used when Refractive is off.
PAGEVisualize
Color by SpeedColorbyspeedEnable coloring the particles by speed through the ramp.
Max SpeedMaxspeedSets the speed that maps to the end of the color ramp.
Open Color Ramp EditorOpencolorrampeditorOpen the color ramp editor.
Reset Color RampResetcolorrampResets the color ramp.
Custom Color TOPCustomcolortopSets a TOP used as the color ramp, overriding the ramp editor.
PAGECommon
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Input 0 POP - Particles In
Output 0 POP - Particles Out
Output 1 POP - White Water
Output 2 POP - Surface
Output 3 POP - Field