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and adjust the now unlocked threshold values. These parameters are exactly the same as in the “Splash” emitter's “Splash Creation” panel. Once you have found a working combination, all you have to do is to transfer the values from the domain to the emitter and start the simulation. This is a very fast way to get an idea of where splashes will occur, but without having to run the entire splash pass.

 

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Emission rate

When you take a look at the emitter's “Particles” panel you will see that it lacks a “Resolution” parameter, because with “Dumb” particles, “Emission rate” is used to create particles. For “Liquid” particles the “Resolution” parameter is still available. The value you enter here is the number of particles which are created per second per cubic metre.When a splash or foam particle is created, it has a radius of 1.0 and RealFlow calculates an expected lifetime based on the settings under “Min life time” and “Max life time”. During its lifetime, the radius is constantly decreasing and when it reaches 0.0, the particle dies. When a splash particle hits the core fluid surface it will be deleted immediately regardless of its current lifetime

Angle threshold

This parameter takes the fluid surface's main direction of motion into account. The particles themselves also have an individual direction of motion caused by their velocity. RealFlow measures the angle between these two directions, and when the angle is between 0° and the given threshold splash particles will be added. The value is measured in degrees [deg].

Curvature threshold

You can use the fluid's curvature to trigger the generation of splash particles. This value represents the minimum curvature for the creation of splashes. Curvature can also be seen as the fluid's “roundness”. With higher values, the fluid's borders/surface has to have a greater curvature to start the emission of splashes. With small values, the parameter is less sensitive and creates particles even in areas with a low curvature. Valid values range between 0 and 1 This parameter is dimensionless and any value greater than or equal to 0 can be used.

Speed threshold

It is also possible to use the underlying grid fluid speed for the splash creation process. If the fluid's velocity is below the adjusted threshold, no new splashes will be generated. “Speed threshold” is very easy and effective way to reduce the amount of splash particles. In RealFlow, velocities are measured in metres per second [m/s].

Vorticity threshold

"Vorticity" is a very interesting and important value that represents the strength of vortices that will arise in turbulent mediums like fluids or smoke. Using vorticity as a trigger can create very nice, natural results. This property can even be used when the Hybrido domain's “Vorticity” channel has not been activated.

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This parameter can also be used to effectively increase/decrease the number of splash particles, because Hybrido creates splashes within a certain radius (= the parameter's value) around the current grid fluid particle. If the value is high, you will see clouds around the particles. In this case you should choose a smaller value. The parameter uses RealFlow units (one RealFow unit equals one metre)metres [m].

Angle variation

Hybrido adds splashes within the given angle. Large values can create a torn and randomized look that is not always desired. With smaller settings it is possible to keep the splashes closer together. The parameter is related to “Angle threshold” and uses degrees, toouses degrees [deg].

Velocity variation

The last setting for avoiding regular patterns randomly modifies the original particle velocity, and uses the entered value as the maximum variation. The unit of this parameter is given in metres per second [m/s]. “Velocity variation” works well for core fluids with a rather uniform distribution of velocities and makes the splashes more vivid.

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