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Splashes occur, for example, when waves break or collide with objects. When the particles pass the HyFLIP fluid's surface they are destroyed. RealFlow's splash emitter is able to interact with most of the available daemons.

 

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Quick Start

Starting point for splashes is always an existing HyFLIP simulation. Here it is the simulation from → "HyFLIP - Quick Start":

 

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  • Set the domain's simulation state to → “Cache” (“yellow rocket”).
  • Add a "Splash" emitter from the “Hybrido” shelf.
  • Reset the scene.

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You can control the emission of particles with the parameters under → “Splash Creation”:

 

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  • A wide variety of threshold values are used to control in which parts of the HyFLIP fluid splashes will occur. These areas can be → previewed.
  • The higher the thresholds, the less particles you will get ("@ angle threshold" is the only exception).
  • The “Emission rate” parameter is also responsible for the number of particles. It can be necessary to use very high values of 1 million and more.

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