Particle setup

The sourcing of the beach is a particle fluid tank that is culled with the beach collision sdf. I usually have a null that will control voxel size or particle separation on my sim so I can change it without going into dops and accidentally starting a large cook.

DOP masking

In the dopnet I have created some custom attributes to control drag on the flip as it slides along the beach as well as in areas of high vorticity.

To Do:

  • Improve meshing
  • Improve beach edge
  • Fix white water sourcing errors