Using Liquid
Simulation attributes, you can add properties to your
nParticle objects to make them look and behave like a flowing liquid.
When adjusting nParticle
attributes for your simulation, it is useful to adjust an attribute
and then cache the simulation. You can then playback the cache to
see the results of your attribute adjustments. For information about
how nParticle attributes can affect your liquid simulations, see
Liquid Simulations.
For information about nCaching, see
nParticle simulation and caching.
NoteWhen 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 surface.
To create a liquid simulation
- Create a Water style
nParticle object. See
Create nParticles.
NoteYou can also enable Liquid
Simulation for Ball style
nParticle objects, however these nParticle objects may not look
or behave like liquids when rendered.
- In the scene view or Outliner,
select your nParticle object.
- In the Attribute Editor,
select the object’s nParticleShape tab.
- To set the attributes that affect you
liquid while at rest and in motion, do the following:
To
set the attributes that affect the flow of your liquids, do the
following:
- Set Viscosity to
control the liquid’s resistance to flow. See
Viscosity.
You can set Viscosity on
a per-particle basis using a Viscosity Scale ramp. See
Viscosity Scale.
- Set Surface Tension to
add surface tension to the liquid's surface when it is flowing or
suspended. See
Surface Tension.
You can set Surface
Tension on a per-particle basis using a Surface
Tension Scale ramp. See
Surface Tension Scale.
After achieving the liquid
appearance and behavior you want, you can convert the liquid nParticle
object to a polygon geometry.