Terrain Liquid operator

The Terrain Liquid operator can be used to simulate liquid over a terrain.


  • Collider grid names: the list of terrain grids to be used as colliders for the liquid simulation.

  • Liquid grid suffix: liquid grids created by the operator will be rename to the name of their source grid, plus this suffix.

Liquid simulation

  • Resolution independent: when enabled, the liquid simulation will be initialized with parameters relative to a set resolution of 1024x1024 (the simulation itself will still run at full resolution, but inputs will be relative to the set resolution, resulting in a fairly resolution-independent consistency).

  • Pre-roll iterations: when enabled, the simulation will run for the specified number of iterations on the first frame.

  • Iterations per step: controls how many iterations the internal liquid simulation loop will run for, each time step. Increasing this value will cause the liquid to move faster.

  • Evaporation rate: controls how much liquid will evaporate from the simulation each time step.

  • Flow speed: controls how fast liquid can travel between grid cells.

  • Initial liquid height/depth: controls how liquid will be initialized at the start of the simulation.

Terrain

  • Border mode: controls how liquid will react to the borders of a terrain grid.

Mask

  • Generate liquid mask: when enabled, liquid generated on the surface of a terrain will contribute to the color of the specified color channel.

Rain

  • Enable rain: when enabled, random point disturbances (simulating single drops of rain ) will be generated over the liquid surface.

Ripples

  • Mask/slope ripples: when enabled, liquid covering a specified mask or traveling downhill will be disturbed by the specified amount, simulating the generation of ripples.