Massive Water Simulation

Hi to all the forum,
This is my first post so I’m intrudocing here myself. My name’s Mirco,from Italy, I’m a 3D Freelancer, specialized in Fluid Simulation with SideFx Houdini and electronic engeneering.
During some free time I’ve began to test the Blender fluidodyanamics engine.
This is my first test, with a big Water mass that collides toward some rocks. It’s a large scale
Simulation.Some specs:
Domain size: 10 meters
Domain Resolution: 900

My impression on this test, in realation to the softwares i’m usually working on is quite good.
The thing that seems to limit the Blender algorith is the meshing. It seems that in presence of
Low compressibility it tends to blobby the mesh.
I think that is possible to bypass this blobby look with Foam or Spray emitted from mesh.
I don’t know if there’s any phyton script that could do that, for example,emit particles after the extraction of tangent parameters on the mesh.
I could take a look to this solution.
Here’s the video!

As a new user you won’t be able to add links in your posts (anti spam measure). You may want to also clean up your post so it can actually be read.

hi,
I’m not able to clean up my post, it always appear me with [Size] and [font] tab

In the Domain’s particle section, you can emit tracer, floater and splash particles. The tracer particles refine the simulation details, the floater and splash usually are invisible but you can use them as usual particles… They are hardly ever used in simulations, though…