![]() €œ Density†is defined as mass per volume unit and is expressed in kilograms per cubic metre. Another interesting issue – especially for scripting and plugin development – is the relation between “Resolution†and a particle’s radius, ruled by this formula: You can monitor the relationship between mass and density underĭependent on your scene, “Resolution†can dramatically increase, and values of 1,000 or even much higher are sometimes necessary. By raising “Resolutionâ€, an individual particle’s mass will be lowered and vice versa. In other words: Each particle has a mass of exactly 1.0 kg. A volume of 1 x 1 x 1 units filled with 1,000 particles has a mass of exactly 1,000 kg. “Resolution†especially depends on scene scale and emitter scale, but it also affects the fluid’s mass and therefore depends on “Densityâ€, too. With this setting you can increase or decrease the amount of particles, and therefore it is one of the most important parameters. By default, this window does not contain any executable code. Clicking on “Edit†opens a new scripting window with a predefined function that is used to enter your source code. Choosing this type adds an “Edit†button to the menu. €œ Script†gives you the opportunity to write your own fluid behaviour with Python scripting or C++. Please note that elastic particles are not ruled by RealFlow’s soft body solver – that is a completely different system and can only be used with objects. This option can be used for interesting effects like jelly-like fluids or expanding an contracting substances. €œ Elastics†establishes a so-called spring-mass system between the particles, making them behave like a soft body. Please keep in mind that these particles cannot react with each other and will not be affected by other emitters. €œ Dumb†particles are perfectly suited for fast calculations of secondary effects, like spray or foam. For larger projects, you should consider using the new grid-based fluid solver. ![]() It is surely the most often used type and is suitable for all kinds of particle-object interactions, but especially for small to mid-range simulations. €œ Liquid†is RealFlow’s standard setting and provides parameters for all watery or high-viscous substances. RealFlow gases are not grid-based and therefore behave completely different from other solvers. Gas particles tend to very strong expansion and high velocities. €œ Gas†is used to create substances like air. They are affected by any of RealFlow’s internal or imported objects, including RealWave surfaces. Fluid particles can interact with other fluid particles and support self-collision. By default, RealFlow generates fluid particles used for all kind of liquids. This menu allows you to define the fluid’s behaviour. High values increase the motion of the particles and lead to stronger expansion cool gases fill a smaller volume. The fluid type's temperature settings can also be used to effectively control the particles. To avoid exploding particles we recommend using a very low “Int Pressure†value. RealFlow's gas has a very high tendency to expand. With SPH-like gaseous fluid it is not possible to achieve the typical behaviour of swirling smoke clouds or fire. RealFlow's gaseous particles are based on "Smoothed Particle Hydrodynamics" (SPH), not on equations for grid fluids and are therefore not comparable.
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