Hello,
I’m working on a system that uses the new experimental 3D flip fluids to simulate fluid spilling out of a container. This system won’t be used excessively, but there may be about 1-3 of these going at once. I’m having trouble figuring out how to control these new systems, specifically I want to cause the fluid to pool up a little bit, but then quickly dissipate. I want to avoid the pooling fluid hitting the bounds of the simulation.
The whole system will have the fluid pouring out of the container, splashing on the ground, pooling up, and dissipating as though it’s being absorbed into the ground (to cut down on unnecessary simulation time). I need this to be a dynamic effect, because the player is the one who will be carrying around these fluid containers and dropping them.
I am used to Unity’s Particle System and I can see some similarities with Niagara, but I can’t seem to make heads or tails of how to control this new flip fluid system.
Does anyone have experience with these systems to help me understand how I can achieve this effect?