Creating a fluid simulation is similar to regular particles except that you can only emit particles from specific implicit objects. After you’ve created the emitter and simulation, a fluid particle cloud is created and you can set up the emission and fluid particle type in a similar way to particles.
To create a fluid simulation
1. Choose Create > Fluid > From Cube, Disc, or Square from the Simulate toolbar to create the emitter object and the simulation, represented by the fluid particle cloud (as shown below).
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You cannot have multiple emitters on a fluid cloud. |
2. In the FluidOp property editor, specify the dynamic attributes of the fluid simulation.
The following are the most basic options to set, but for a detailed description of each parameter, see Fluid Property Editor in the Properties Reference.
- For information about options on the Output page, see Caching the Simulation in PTP Files and Restarting Fluid Simulations.
- For information about options on the Collisions page, see Setting Up Particle Collisions.
3. Set the Start Frame at which the fluid simulation is applied and the Duration, which is the number of frames over which the fluid simulation is applied.
4. If you want to use the start and end frames set for the scene’s timeline, click Copy from Scene. Likewise, you can copy the values that you set for the Start Frame and Duration here to the scene’s timeline by clicking Copy to Scene.
5. Set up the emission as described in Setting Up the Particle Emission.
6. Set up the particle type as described in the next section, Defining the Fluid Particle Type.
7. Render the fluid simulation with the Blob shader attached to the particle type (default). See Blob Shader (3D) for more information.
Number of Particles
To set the number of particles in the simulation
• Mean distance sets the distance in Softimage units from one master particle to another. This determines the number of master particles and is strictly related to particle density. The lower this value (the smaller the space between particles), the greater the density of particles.
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Because the number of particles is determined by the Mean Distance value, the Rate on the Emission page is ignored. The Mean Distance is not animatable, so to animate the emission rate, you can key the Size of the particles and/or the emission Speed (key them both at zero when you want to have no particles). |
• Slave ratio is the percentage of slave particles in relation to master particles that are set with Mean distance. A value of 1 means that there are as many slave particles as there are masters. The slave particles are randomly distributed on the surface/volume of the emission.
Frothiness
To add frothiness to the fluid
• Set the Foam %. This determines what percentage of the particle density will be used as foam. Particles with a density lower than the value here and with a value higher than the Foam speed min. are rendered as foam.
• Foam speed min. determines which particles may be rendered as foam. Particles whose speed is higher than this value could be rendered as foam. The Foam % is also taken into account: particles with a density lower than that value will probably be rendered as foam. Basically, if a particle is not very “quiet,” it will probably be rendered as foam.
Muting allows you to temporarily disable the fluid simulation, meaning that you can easily play back a scene without the simulation being calculated as part of it.
To mute the fluid simulation
• Select the Execution State > Mute option in the FluidOp property editor.
To delete a fluid simulation
• Select the fluid’s cloud icon and press Delete. This removes the simulation and the cloud icon.
You must remove the emitter separately by selecting it and pressing Delete.
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