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Here you can define the conditions for the emission of splash particles. The various threshold parameters will finally define where the splash particles will be created. Once you have finished the core fluid simulation you will be able to preview the areas of emission. Please read the following page to learn how to do this: → “Quick Start Workflows - Previewing Splash and Foam".

 

 

Emission rate

This is the number of particles which are created per second per cubic metre. The final number of particles also depends on the various threshold values and the used particle type. In some cases it can be necessary to use very high settings of 1,000,000 and more.

Angle threshold

The main body of fluid moves in a certain direction and the individual particles also have an individual motion direction. 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.

Curvature threshold

Curvature can be seen as the fluid's “roundness”. If the fluid's curvature is greater than the adjusted threshold splashes/foam will be generated. This parameter is dimensionless and accepts any value greater than or equal to 0.

Speed threshold

If the fluid's velocity is greater then the adjusted threshold splashes will be generated. In RealFlow, velocities are measured in metres per second.

Vorticity threshold

Vorticity represents the strength of vortices that will arise in turbulent fluids. If the fluid's vorticity is greater than the adjusted threshold splashes will be generated.

Neighbors threshold

If a particle's number of neighbours is greater than the given value splashes will be emitted.

Position variation

New splash particles are created within the given value around a grid fluid particle. Higher settings add more particles. If you can see cloudy or spherical structures you should choose a smaller value. The parameter's unit is metres.

Angle variation

New splash particles are created within the given angle around a particle. 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, but you will also get less particles. In order to compensate this loss of particles you should increase “Emission rate”. The parameter uses degrees.

Velocity variation

The new splash particles inherit their seed particle's velocity. This way it is possible to create more vivid splashes. The unit of this parameter is metres per second.

Secondary splash

Sometimes, grid fluid simulations do not have enough splash particles, especially at lower resolutions. With “Yes”, new particles will be created when a splash particle enters the core fluid.

@ Bounce

This parameter is interesting for very strong splashes, for example from huge breaking waves. Higher settings create stronger secondary splashes.

@ Radius threshold

A particles' radius ranges between 1 (birth) and 0 (death). Secondary splash particles will be created when a particles' radius is greater than the given value.

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