So this post is somewhat related to my earlier post on how to animate water with control objects. I am now trying to figure out how the particle settings work in order to give my water a more refined drop size. I have been playing around with the particle settings for the fluid sim and I don’t seem to be getting anything. It doesn’t help that there isn’t much in the way of instruction on how to use the feature. What I am trying to create is a blob of floating water that sheds drops of water as it accelerates. Anyone have any ideas? thanks!
You can always review the official documentation here:
This site demonstrates what each property does in the simulation:
You can take a look a the attached file as well. It show how to make fluid follow a path (as long as the path remains within the domain) and oscillate gravity so part of the fluid falls away as it travels along the path.
ras_climbing_fluid_osc_gravity.blend (344 KB)
>What I am trying to create is a blob of floating water that sheds drops of water as it accelerates. Anyone have any ideas? thanks!
You mean like a bucket of water that fly a part as it falls?
Think of water bending off of the avatar movies. As the blob of water is thrown the g-force causes parts of the blob to stretch and break loose. I have achieved the effect to a point, but would like to refine it somewhat using particles.