Nvidia Flex Emitter and Collision Basics in TouchDesigner

After working through initial concepts and tools in the previous Flex-focused video, you’re probably ready to start working with the realistic particle-based fluid simulations that Nvidia Flex is known for. Following up on Nvidia Flex Basics in TouchDesigner, Jack DiLaura will walk you through the basics of setting up fluid emitters and boundaries, as well as generating collisions by placing additional static actors within the simulation.