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Since mist is created in voxels, the size of the individual cells determines their amount and finally the resolution. Smaller values will create a better impression of mist with more details, but also take longer to simulate. With high values, the mist clouds can show jagged borders. RealFlow's mist always uses a bounded domain. This value is measured in metres [m].

Solver

You can choose between “Stable” and “Fast”, but we recommend using the second option. It is already very reliable and much faster than the “Stable” method. You should only switch to “Stable” if you encounter problems.

Diffusion

Actually, diffusion works equal to the foam map’s “@ resolution” setting. It mimics This parameter controls the movement of particles between areas with high and low mist particle concentration. This movement creates typical patternsAs a result, the mist clouds will expand.

Dissipation

This defines how fast the mist particles will disappear. The mode of operation is equal to the “@ dissipation” setting which can be found under grid foam’s texture map parametersWith higher settings, the mist clouds will vanish faster.

Strength

When RealFlow has identified a particle that will be transformed into mist, the fluid engine transfers a certain amount of mass from the particle to the mist droplet. The transferred amount of mass is used to calculate the density field based on the mist domain’s resolution. So, for instance, if the cell volume of the mist field is 1 m3 and the splash particle volume is 0.05 m3, a density value of 0.05 is added to the mist field at the particle position. If the particle volume is 1 m3 then a value of 1 is added. With “Strength” it is possible to influence this process. “Strength” acts like multiplier for the calculated density value. With values greater than 1.0 you can increase the mist’s density; values smaller than 1.0 lead to a less opaque cloud.

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