preparing head geo add head geo and remove existing hair with sculpting (c4d) fix …
add geo node inside add testgeo add geo node, name it density emitter inside …
add geo node for the source select geo node -> top menu pyro -> …
add some testgeo, which will become the grain body then add vellum configure grain …
AutoDopnetwork -> click on flipsolver then adjust box
add box click particle fluids tab -> FLIP fluid from object go into autodopNetwork …
create box/torus usw autodopnetwork -> flipfluidobject -> SOP path
DOPnetwork -> flipsolver -> volume motion tab -> box size
DOPnetwork -> flipfluidobject -> check Closed Boundaries
add box select box (with black select arrow icon) particle fluids -> Emit particle …
add tube and extrude it for cup add sphere over the box, select it …
add FLIP tank object add popwind node inside AutoDopNetwork feed it into 2nd input …
landscape: add grid add sculpt node add smooth node make sure nothing is selected …
riverbed geo: add grid add sculpt node add smooth node add sphere, name it …
(viscousity needs to be adjusted globally!) same initial setup as riverbed particle fluids tab …
add groundplane (collisions tab) add cutter object collisions tab -> static add tube, select …
add particles add torus shelf -> particles -> Source Particle Emitter add forces …
create geo node with single object, subdiv, assign materials add geo node with multiple …