Tips and Tricks: How to get a better aspect with splashes

Hi all,

Sometimes, when we are simulating splashes, they appear be under control but then, there are explosions due to the collision with objects. In order to remove these sort of explosions, it is good to put a KCollision daemon to kill the particles which are colliding against the objects. The result of the simulation is more natural.

Another optimization is simulating the splashes putting the objects in cache mode. Usually, in this sort of scenes,  the main fluid will affect to the objects but not splashes. For this reason, it is good to put the objects in cache  mode too when simulating splashes to avoid that RF takes more time to simulate due to the objects and splashes calculations.  In this scene, the kcollision will affect to the “plain001_4” object (terrain object) and not rocks or branches

Video test.




    1. Hi,

      it seems like you had an object affecting the splashes particles. Check out you have not linked the emitter cubes to the splash particles. Are you using exclusive links? I advice you to use exclusive links to avoid wrong collisions.


  1. Hola Luis! I have a beginner scale question.

    If I wanted to make a tsunami hit this huge brige,

    Using hybrido, and a grid fliuid domain method from your other tutorials…

    Instead of 10 meters for the default grid fluid domain, do I need to set it to real life scale?

    In this case, this bridge is 2 thousand 7 hundred and 37 meters. Do I set my grid fluid domain to that size? Won’t that take years to simulate and render?


    1. Hi Clint!

      Do you want to destroy the whole bridge or only one part? I advice you to simulate only the part you want to destroy and the other part will be composition like the XMEN film (I don’t remember if it is XMEN 1, 2 or 3). I’m making a simulation with this bridge as well and I’ll send you when it is finished.

      luisM. 😉

    1. Hey Alonso,

      I saw it and it is cool, but I think he needs to adjust several things like the mesh resolution and the amount of particles for splashes.


  2. Hey, I have a sort of offtopic question but still…I’m trying to make a simulation of a boat going trough water with HYBRIDO, but the grid fluid doesn’t seem to calm and is constatly “bouncing” up and down with quite a high frequency. There’s no big waves or streamlike movement of the water, but it still “bounces” up and down strangely. Is it the compressability parameter that will make it more still and calm?

    1. Hey 😉

      Do you have any daemon affecting to the domain? Are you using RF2013 or RF2012?. If the fluid is bouncing it was a RF2012 issue which you could fix adjusting the compressibility parameter. Less compressibility will do that the is not bouncing. If the scene is RF2013, I would like to take a look at it.


      1. Thanks for answering. I fixed the bouncy issue by bringing the compressability to .2 Problem is, the simulation takes almost 3 times longer to calculate. Is that fixed in 2013? Would be awesome to be able to simulate with the default .5 value, and not have those bounces 🙂

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s