Liquid Simulation attributes set the appearance and control the behavior of liquid nParticles. When Liquid Simulation is enabled, individual nParticles can overlap, forming the continuous surface of the nParticle liquid. The amount of overlap is determined by Liquid Radius Scale. When Liquid Radius Scale is set to 1.0 (default value), nParticles whose outside radii (or areas of 0 density) touch will overlap to form groups of particles that render as a smooth liquid surface.
Other nParticle attributes, including Radius, Collide Width Scale, and Threshold affect the look and behavior of your liquid simulation in the following ways:
nParticle attribute | Effect on Liquid Simulations |
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Radius | Determines the overall surface of the nParticle liquid. Increasing Radius can increase the tendency of particle overlap, and therefore improves the smoothness of the liquid's surface. nParticle overlap is also determined by Liquid Radius Scale. Adjusting Radius can also affect nParticle collisions. Increasing Radius may result in interpenetrations with other Nucleus objects. |
Collide Width Scale | When liquid nParticles are contained in geometry, such as a passive collision glass, you may need to adjust the nParticle Collide Width Scale to avoid interpenetrations. Setting Collide Width Scale to a value that is one third the value of the object's Radius works well for most liquid simulations. See Collide Width Scale. |
Threshold | Threshold determines the size and smoothness of the nParticle’s rendered surface by controlling the density of the overlapping particles. Threshold affects how your liquid nParticles look when rendered, but it does not affect how the nParticles behave in the simulation. See Set Threshold. |
When creating nParticle liquid simulations, ensure that the nParticle object's Self Collide attribute is turned off. Otherwise, your nParticles will not overlap, and therefore will not produce a smooth rendered surface.
To set Liquid Simulation attributes
If you have not created a Water style nParticle object do so now. See Create nParticles.
By default, Enable Liquid Simulation is turned on when Water style nParticle objects are created.
The following images show unrendered nParticles set to different Incompressibility values. See Incompressibility.
nParticle overlap is also affected by nParticle Radius. The following images show unrendered and rendered nParticles with Liquid Radius Scale set to different values. In each example Radius is set to 0.06. See Liquid Radius Scale.
After achieving the liquid appearance and behavior you want, you can convert the liquid nParticle object to a polygon geometry.