Bad water collisions

I used a resolution of about 200 in a small cube, and made a bullet go through weightless water. The water “Reacted” to it before it got there, and I just moved the bullet forward a bit before doing a final render.

I can’t do that fix for larger/complex scenes, so what can I do to increase fluid collision accuracy?

I can’t do that fix for larger/complex scenes, so what can I do to increase fluid collision accuracy?

When I was at school many years ago, my teachers used to constantly say that “There’s no such word as can’t”.
So, ask yourself why can’t you. Remember that the fluid simulation is basically rubbish. You have to cheat, obstacles do not need to be rendered or even the same size as those objects that are rendered, make the most of your resolution by making the domains only as small as they need to be, make sure you are in control of your scene by having objects without uneven scale values.

I found a solution… Getting a decent water simulator.

SPH particles will work soon when tessellation comes.
They seem to be stable enough in the current builds and I like how they look.