粒子

    Create spray particles during the secondary particle simulation. Spray particles are those that appear to fly through the air above the liquid surface when there is a bigger splash.

    Foam

    Create foam particles during the secondary particle simulation. Foam particles are those that solely move on the liquid surface.

    Bubbles

    Create bubble particles during the secondary particle simulation. Bubble particles are those that move below the liquid surface.

    Note

    Enabling a secondary particle type will also create a particle system for that type of particles. Disabling a particle type will delete this particle system including its settings.

    Combined Export

    Select particle types that should go into the same particle system. This option has no effect on the outcome of the simulation. It only changes the way particle systems are allocated in the particle settings.

    Upres Factor

    Factor by which to enhance the resolution of the particle simulation. The scaling factor is coupled to the (i.e. the particle simulation is this times bigger than the base simulation).

    Wave Crest Potential Maximum

    Upper clamping threshold for marking fluid cells as wave crests. A higher value results in less marked cells.

    Wave Crest Potential Minimum

    Lower clamping threshold for marking fluid cells as wave crests. A lower value results in more marked cells.

    Upper clamping threshold for marking fluid cells where air is trapped. A higher value results in less marked cells.

    Trapped Air Potential Minimum

    Lower clamping threshold for marking fluid cells where air is trapped. A lower value results in more marked cells.

    Kinetic Energy Potential Maximum

    Upper clamping threshold for marking fluid cells where air is trapped. A higher value results in less marked cells.

    Kinetic Energy Potential Minimum

    Lower clamping threshold that indicates the fluid speed where cells start to emit particles. A lower values result in generally more particles.

    Potential Radius

    Radius to compute potential for each cell. Higher values are slower but create smoother potential grids.

    Particle Update Radius

    Radius to compute position update for each particle. Higher values are slower but particles move less chaotic.

    Wave Crest Particle Sampling

    Maximum number of particles generated per wave crest cell per frame.

    Trapper Air Particle Sampling

    Maximum number of particles generated per trapped air cell per frame.

    Highest possible particle lifetime.

    Particle Life Minimum

    Lowest possible particle lifetime.

    Bubble Buoyancy

    Amount of buoyancy force that rises bubbles. A high value results in bubble movement mainly upwards.

    Bubble Drag

    Amount of drag force that moves bubbles along with the fluid. A high value results in bubble movement mainly along with the fluid.

    Particles in Boundary

    • Delete

      Delete secondary particles that are inside obstacles or left the domain.

      Push Out

      Push secondary particles that left the domain back into the domain.

    Bake Particles, Free Particles

    This option is only available when using the Modular cache type.

    The progress will be displayed in the status bar. Pressing Esc will pause the simulation.