Ok, I have accumulated a few questions about blender, and Im going to go ahead and ask them all here.
First, in fluid simulation, how do I make the collision meshes more precise so that a colision isnt detected half a blender unit away from the actual mesh?
Next, lets say I wanted to have a vase fall to the floor and shatter, how might I go about doing that? obviously the shard movement could be handled with hardbody physics, but the actual fracturing seems difficult, do I have to pre model the vase as being made of many parts and let the collision seperate them (that seems imensly inefficiant)?
Now a particle question, I have a picture here of a clip from “kingdom hearts 2”'s intro (Im a fervent video game player), it features a fairly complex particle effect, and I just want to know a little about how it could be imitated in blender, as I want to do something like it sometime. (http://img295.imageshack.us/my.php?image=kh2ib3.png <- picture)
And finally, YafRay doesnt support blender particles, but it has very nice object rendering, so theres a bit of a trade off, good particles, or good mesh renders, is there any way to get the best of both worlds?
Thanks in advance, and sorry for being overly demanding in one post.