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For example - I am tryign to key the gravity force so it stops at a certain point, but the liquid continues to be attracted to the force after it's strength is set to zero.
Hmm, maybe you need to add a drag force as well - the gravity force would not simply set the velocity of the liquid particles, but it would accelerate them more and more with time, so if you set the strength of the gravity back to 0, the particles will continue flying with constant speed. If this is the case, except for adding a drag force, you might also try reversing the gravity force to a negative value for a while.
Since you are up...what's happening with mixing different coloured inks from multiple emitters - do we still have to do that old 2014 hack of having a duplicate sim grid? Is there not an easier way around that?
Hell no Now in a grid tex you can pick a simulator's data and then put the texture back on the same sim without a circular reference error. Check the paints preset - if you create it over several geometries simultaneously, it will create different sources for each emitter with different colors and set up a grid tex for the simulator. The ink-in-water preset also creates different colors for each emitter, but it uses a fire/smoke sim with drag particles - depends what effect you are after.
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