My impression of the liquid tech solely from the presentation video:
Performance seems worse than xparticles and even the C4D Realflow plugin
It seems like they wanted to make a solution for small-scale hero-style motion-graphic-liquids only? I didn't see an attempt at solving water bodies.
Whitewater not available... whaaat? And no, remapping particle speed to color ain't the same thing.
It is part of the new unified simulation system, which is actually cool. But the scope for liquids seems so limited, that I feel like it actually devalues the whole simulation systems, because we now see very severe performance limitiations... again. It feels a bit like pre-core-rewrite all-over
I don't get what Maxon tried to achieve here?
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