Rendered still with higher rez mesh, Laplacian smoothing, and droplets
After tweaking the droplet threshold
Original Tire Splashes: stringy
Used dilate and erosion tweaks to reduce the holes while maintaining as much splash detail as possible.
Used Laplacian Smoothing applied with a velocity mask calculated before. Kept splash detail while flattening the mesh. However, it introduced some holes in the mesh.
Used Laplacian Smoothing to correct this and make more fluid/flowing surface, but it resulted in the loss of detail in other areas.
Close up camera reveals the fluid is too thick along the shore and rocks
To address the lack of splashes, additional pumps for each tire.
Calculate the velocity
First: uprez the mesh
Shot 3 Initial Render Test:
Flip sim is low resolution
-Not enough splashes and droplets around car, especially
-Very shallow water has the same displacement as deeper
parts because it was meant for mid-ocean integration
not shore breaks
-Some wave sets are moving in wrong direction