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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 “Emission rate” is used to create particles. The value you enter here is the number of particles which are created per second per cubic metre.

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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].

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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].

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