Fluid Simulation: Splash disappears when applying modifier

Hi Folks:

I have a fluid simulation in which I am dropping an object (obstacle) into a fluid. There is a splash above the surface. I want a still image, and want to modify ‘fluid’ mesh in sculpt mode. Do so this, I apply the fluidism modifier, but when I do this, I lose the splash above the surface.

Can somebody explain why this happens, and offer a suggested work-around?

Very much appreciated…

Cheers,

Dave

What do you mean by ‘splash above the surface’. ? Don’t make us have to guess
I see no screenshots describing the issue or more importantly any .blend file

Good point Richard. I’ll reconstruct the request…

Attached is an image which describes the issue…


I’m not sure how to attach a .blend file…

Dave

I’m not sure how to attach a .blend file…
Upload blend file to http://www.pasteall.org/blend/ and post the download link

Thanks Richard.

Blend file is here:

http://www.pasteall.org/blend/35971

When I examine the baked fluid mesh, I don’t see any element which appears in the render which is not phsycally connected it. I’m guessing that’s why I don’t see them after I apply the fluid modifier, but I don’t understand it.

Looking for help…

Thanks,

Dave

Searching the web, and toying around, I believe I have figured out what the issue is:

At issue are the generated fluid particles.

If I apply the fluidism modifier while “preview” is in the viewport, the paritcles are not included in the modified result.

If I apply the fluidism modifier while i"final" is in the viewport, the particles ARE included in the modified result.

I understand that particles are not shown in preview mode, but I had assumed they would still be included in the “apply modifier” action - whether they were in the viewport or not.

Can anyone confirm that this observation is, indeed, correct for how Blender behaves?

I’d appreciate it.

Dave

Fluid sim applied on frame 30


I understand that particles are not shown in preview mode, but I had assumed they would still be included in the “apply modifier” action - whether they were in the viewport or not.
It’s logical to me to create the mesh you are actually seeing. Set to Preview you create the mesh as it is in the Preview resolution, Set to Final and it creates the mesh in the final resolution.