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Object

Hybrido particles will be created inside the attached object:

  • We recommend removing the attached object from the "Relationship Editor", because the emitter object is not meant to interact with other nodes. 
  • In case you forgot to disconnect the emitter object, RealFlow will not consider it for the simulation anyway, but you will receive a warning in the “Messages” window. 
  • If you want to use more objects you have to create the appropriate number of emitters. 
Stream

When active the emitter creates a continuous particle stream. Please note that “Initial speed” can even be 0.0. In such a case, the particles’ velocity is a result of the scene’s daemon forces.

Initial velocity

These are your options. With

  • “None”, the fluid's initial velocity is 0 
  • "Constant" the "@ speed" parameter is unlocked so you can type the initial speed of the fluid. The direction will be represented by the emitter's arrow in the viewport
  • “Inherit” the velocity of the attached emitter object is used.

With both "Constant" and "Inherit" the parameters to randomize the initial velocity will become accessible.

@ speed

Here you define the particles' velocity at emission time in metres per second. This parameter is only accessible when “Initial velocity” is set to “Constant”.

@ angle variation

This parameter is used to create more randomness and is measured in degrees. This parameter is only available with “Initial velocity” set to “Constant” or “Inherit”.

@ speed variation

This value will be combined with  “@ speed” or the attached object's inherited velocity to get a more random look. This parameter is only available with “Initial velocity” set to “Constant” or “Inherit”. The unit is metres per second.

Surface particle sampling

Here you define the number of particles per cell for the fluid's surface:

Number of particles per cell = Surface particle sampling 3

Surface bandwidth

This parameter can be seen as the surface's "thickness" and is given in metres. Everything below the surface is considered core fluid.

Core particle sampling

Here you define the number of particles per cell of the fluid's main body (= everything below "Surface bandwidth"):

Number of particles per cell = Core particle sampling 3

Jittering

To avoid patterns apply a random value to displace the particles from their initial positions. You can choose from values between 0 and 1.

@ seed

This value is connected to “Jittering” and produces different random particle distributions at creation time.

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