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.
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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.
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To Do:
- Improve meshing
- Improve beach edge
- Fix white water sourcing errors