Graphics Reference
In-Depth Information
Figure 7-23 Particles set at 0, 0.05, 1, and 5. All simulations are Resolution 50 with Surface Subdivisions set
at 2.
The Surface Subdivisions field in the Fluid Simulation tab is analogous to the Subsurf modifier for meshes,
but it does a considerably better job on fluids. It is possible to apply an ordinary Subsurf modifier to fluid
meshes, but if you have Surface Subdivisions set to a value greater than 1, a Subsurf modifier is redundant
and can lead to slow speeds and instability. If you experience a crash while rendering high-resolution fluid
simulations with a Surface Subdivisions value of greater than 1, it may be due to the presence of an unne-
cessary Subsurf modifier on the mesh.
Particle Haze
When you set a Generate Particles value of greater than 0, two particle systems are created: Drops and Floats.
The two systems move differently and play complementary roles in augmenting the simulation. These same
particles can also be used as halo particles, to obtain a haze or foam effect that follows the motion of the fluid
simulation in a convincing way. An additional type, Tracer particles, can also be used in this way.
To access these three particle simulations individually, as objects in their own right, it is necessary to enable
yetanothertypeofobjectforthefluidsimulation,namelyaParticleobject.You'veprobablynoticedtheParticle
 
 
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