The Shallow Water Solver is a 2D solver, entirely based on heightfields and masks. A heightfield defines the solver’s seabed. Masks are used for sources, sinks, and areas, where forces should be applied. All these elements are available in the solver’s output, along with the simulated water. Click the node’s Node info for information about names and voxel sizes.
In simulations with the Shallow Water Solver, the water layer is merged with the underlying seabed. For rendering or further processing, water and seabed have to separated.
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Create a Convert HeightField node and wire its input to the Shallow Water Solver node’s output.
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Check, if the Convert HeightField’s Height Layer is set to
height
. -
Add a downstream Blast.
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Under Group, enter
@water==0
to select the water. -
Set Group Type from Guess from Group to Points.
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Add a downstream Add node.
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Open the Polygons tab and turn on Remove Unused to Points to delete the heightfield points.
This short network can also be used to isolate the source
and sink
heightfields.