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Here you can determine how far away the particles should be from the object’s faces during birth. This produces a visible gap between the particles and the object’s surface. The dimension of this value is measured in RealFlow grid unitsmetres [m].
Jittering
The arrangement of an object’s polygons always leads to unwanted patterns in the fluid. To avoid this, “Jittering” can be used. It ranges between 0 and 1 and adds randomness to the creation process.
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This value defines the speed of the particles at the time of creation. The checkerboard indicates that you can use a bitmap or an animated images sequence with this emitter. White pixels will be interpreted as particle emitted areas, black pixels will not generate particles. To use a texture with this parameter, right-click on the value and choose “Load texture” from the context menu. A new window will open with settings and parameters for loading and adjusting the speed map. If you want to use the numerical value again, choose “Unload texture”. When you have a texture loaded, the numerical value will be totally ignored. "Speed" is measured in metres per second [m/s].
Randomness
You can randomly vary the speed of the particles to avoid regular patterns. “Randomness” accepts any positive value, but as always you should avoid extremely exaggerated values in RealFlow. With very high values the particles might explode.
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