Graphics Reference
In-Depth Information
option on the Fluid Simulation drop-down menu by now. This is what you will select to enable the Particle ob-
ject.
To see an example of this in action, set up a fresh fluid simulation with the default cube as the domain and
a small Icosphere as the fluid, as shown in Figure 7-24 . For the particle control objects, I've also added three
SuzannestothesimulationbypressingthespacebarandselectingAdd>Mesh>Monkeyandplacedtheminan
accessible spot. These do not need to be inside the domain area, and any Mesh object will do. The entire setup
should look something like Figure 7-24 .
Figure 7-24 Cube, sphere, and three monkeys
You set up particle objects the same way you do fluid and domain objects—by enabling Fluid Simulation
and selecting Particle. Each Particle object can be used to control one or more of the three types of particles
available. The three types are as follows:
Drops Dropsareparticlesthatbreakawayfromthemainmeshinasplashingpattern.Theyrepresentdroplets
that result from impact with obstacles or domain boundaries. They affect the shape of the mesh and can also
be used as a freestanding halo particle system.
Floats Floats are particles that are produced within the shell of the fluid mesh. They add “bumpiness” to the
fluid mesh, to give the impression of roiling and bubbling on the mesh surface. Like Drops, they affect the
shape of the mesh and can be used as freestanding halo particles.
Tracers Tracers are particles that follow behind the fluid as it moves. They can be used to create trailing va-
por, steam, or foam behind the fluid. Unlike Floats and Drops, Tracers do not affect the shape of the mesh;
 
 
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