27-06-2024, 06:24 PM
Quote:In that case you will need to do this in 3D and use depth to prevent fluids poured on different containers from interacting with each other.
Gotcha. Since I still want it to mostly behave as if it was 2D - what would be the best way to achieve that? 3D colliders with a really small depth? What would be the smallest depth that could still contain particles? Or can I maybe somehow restrict the Z axis for particles until I manually their Z position?
Quote:moving a particle to another emitter would suddenly change all its properties including rest density, mass, size, pressure, etc, potentially breaking the simulation.
I've been thinking a bit about that - are those properties all readable and settable? Could I manually create a copy of an emitter, emit some particles, manually move over particles from the original emitter by setting those properties, and then removing the particles from the old emitter?