

Personal experiment of a geometry filling effect with FLIP Simulations. My main goal was to position the particle source outside the collision geometry. So control over FLIP collision behavior was key to achieving the desired result.
As development progressed, I realized the setup was stable and performant. That encouraged me to further refine and optimize it for release on Gumroad. I’ll also be recording a walkthrough video to showcase the setup and highlight its main features.
The project covers techniques such as:
- Extracting collision data for a geometry-filling effect (with the source outside the object)
- Advanced control over FLIP collisions
- VDB morphing
- Managing FLIP fluid incompressibility











Solo Production
Lucas Bernardino
Tools
Houdini, Redshift, After Effects & Reaper.fm