u/Desperate-Fly6561

Hi there, I am working on a personal project where I have an object falling into the water. The camera is under the water's surface. I am wondering what kinds of setups people use for cleaning up the air bubble that's formed around collision objects as they breach.

The flipbook provided is an example of when I have collider subtraction disabled from the meshing. It seems the bubble disappears as soon as it loses connection to the air above the surface. With collision subtraction enabled, the bubble remains until the collider leaves the sim bounds.

I have tried removing points that are near the collision volume after meshing, and then stretching the points from the newly created hole's edge groups to the collider to fill the light leak, but the results aren't very desirable.

Would love to hear some ideas.

Also quick edit: It shouldn't matter, but just for context I am using a flat tank with a inverse displaced collider, then re-displace and blend everything with the spectra.

u/Desperate-Fly6561 — 9 days ago