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- the creation of puddles (see below) in conjunction with the "Crown" daemon
- emitters and daemons like "Spline" and "DSpline"
- calm fluid surfaces.
- filled tanks and containers.
Creating an initial state is a matter of a few clicks.
The associated initial state file will be written to the scene's catch folder specified under Scene > Cache.:
- Simulate (click on the timeline's "Play" button)
- Go to Scene > Cache and specify the "Cache Folder" where the initial state will be saved.
- Stop the simulation at any time and press "Create Initial State under Fluid > Fluid.
- Set “Use Initial State” to “Yes” if necessary.
- Rewind the timeline to frame 0 – the initial state is shown.
- Simulate.
Creating a Puddle
Start with a cube and attach a "Collider" tag with the following settings – high "Friction" prevents the particles from spreading out, a low "Bounce" value avoids "elastic" particles:
- Add a "Sphere" emitter. Enable "Fill sphere", set "Speed" to 0, and "Randomness" to 0.2.
- Go to Fluid > Fluid, and enter 100 for "Resolution" and 2 for "Surface Tension",
- Create a "Gravity" daemon.
- Next, create a "Drag" daemon and animate its "Drag Strength" from 0 to 400.0 between frame 0 and 200. This helps to slow down the fluid and make it rest.
- Simulate for 250 - 300 frames.
You will observe that the particles slow down and create a circular puddle. The puddle's diameter and height depends on how fast the particles are being decelerated.
Once the particle have come to rest you can create an initial state as described above. This state can then be used for further simulations, but please disable or remove the "Drag" daemon.