Today, we’re diving into FLIP Fluids and exploring the techniques that I often use to create realistic water splash effects. We will go over some workflow tips and tricks that will help you to make your fluid simulations smoother and more efficient. Get the HIP file from Patreon or Gumroad https://www.patreon.com/mes_3d https://mes-3d.gumroad.com/l/uukkwx 00:00 Intro 00:29 Patreon 00:41 Setting up the source 02:41 Velocity control (Juri Bryan technique) 08:16 Checking velocities 08:59 Flip Source 09:57 DOP setup 12:00 Particle Separation vs Reseeding 14:37 Timescale and Substeps 16:39 First flipbook 16:53 TIP for adding secondary flip bubbles 21:10 Caching and Reducing the Cache Size 22:48 Bringing up extra details with GridScale 24:53 Meshing 28:01 Mesh flipbook 29:12 Outro and Patreon thanks Q&A Is it the only way to control velocity? It's Houdini, so the answer is no, this is one of many ways you can do it. Another method you can explore is using the Pyro Trails SOP to define the initial velocities Can I achieve the same effect using the new SOP FLIP solver? Yes, you should be able to achieve the same result.