Create a Water type nParticle object, and then adjust Liquid Simulation attributes to add properties that make the nParticles look and behave like a flowing liquid. Liquid Simulation nParticles work best for contained liquids and small scale liquid flows.
When adjusting nParticle attributes for your simulation, it is useful to adjust an attribute and then cache the simulation. You can then playback the cache to see the results of your attribute adjustments. For information about how nParticle attributes can affect your liquid simulations, see nParticle Liquid Simulation attributes.. For information about nCaching, see Create an nParticle nCache. After you setting up your nParticle liquid simulation, you can convert the nParticle object to a polygon mesh.See Work with nParticles meshes.
To create a liquid simulation
You can also enable Liquid Simulation for Ball type nParticle objects, however these nParticle objects may not look or behave like liquids when rendered.
Increasing Radius can increase the tendency of particle overlap, and improve the smoothness of the liquid's surface. The amount nParticles overlap is also determined by Liquid Radius Scale. Adjusting Radius can also affect nParticle collisions and increasing it too much may result in interpenetrations with other Nucleus objects.
.Along with Radius, this sets the amount that nParticles overlap.
nParticle overlap is also affected by nParticle Radius.
See Incompressibility.
When liquid nParticles are contained in geometry, such as a passive collision glass, adjusting Collide Width Scale to avoid interpenetrations.
You can set Viscosity on a per-particle basis using a Viscosity Scale ramp.
You can set Surface Tension on a per-particle basis using a Surface Tension Scale ramp.
After achieving the liquid appearance and behavior you want, you can convert the liquid nParticle object to a polygon geometry.