nParticle Liquid Simulation attributes

Using Liquid Simulation attributes, you can add properties to your nParticle objects to make them look and behave like flowing liquids. Liquid Simulation attributes let you to create simulations, ranging from slow moving lava, mud splatters, droplets of liquids, and splashes of water.

For liquid simulations, choose the Water nParticle style when you create your object. Using the Water nParticle style presets some nParticle attributes, which provide a good starting point for most liquid simulations.

Note:

You can use Ball, Cloud, and Thick Cloud nParticles styles for liquid simulations, however you will need to turn on Liquid Simulation as well as adjust other nParticle attributes.

Enable Liquid Simulation

When on, Liquid Simulation properties are added to the nParticle object. This allows the nParticle to overlap, which forms the continuous surface of the liquid.

Incompressibility

Specifies the amount liquid nParticles resist compression. For water-like liquids, use low values. Increasing Substeps on the nucleus node magnifies the affect of Incompressibility.

Contained liquids do not react as sensitively to Incompressibility as they do to Liquid Radius Scale. This means that you can set Incompressibility to higher values and your simulation still settles quickly and remains stable. For viscous liquids use high values.

Rest Density

Sets the arrangement of nParticles in the liquid when the nParticle object is at rest. A Rest Density of 2 specifies that, when the nParticles are settled, on average, there would be 2 nParticles overlapping at any point. A value of 2.0 provides good results for most liquids.

Liquid Radius Scale

Specifies the amount of overlap of nParticles based on nParticle Radius. Lower values increase overlap between nParticles. A value 0.5 provides good results for most liquids.

Increasing Liquid Radius Scale increase the volume of the liquid. For contained liquids, values greater than 1.0 may force particles out of the container, making your simulation unstable. At values less than 0.1, nParticles may not overlap enough to create a continuous surface.

Viscosity

Viscosity represents the resistance of the liquid to flow, or how thick, and non-liquid the material is. When this value is high, the liquid flows like tar. When this value is small, the liquid flows more like water. For example, a value of 0.01 produces water-like liquids. For more viscous liquids, use a value of 0.1.

Adds viscosity to the liquid making it appear thicker and more resistant to flow. You can use the Viscosity Scale ramp to set per-particle viscosity to nParticle properties such as Age to create the effects of liquid becoming more viscous as it ages.

Increasing Substeps on the nucleus node magnifies the affect of Viscosity.

Viscosity Scale

The Viscosity Scale ramp sets per-particle viscosity scale values. These scale values are applied to the Viscosity attribute to compute per-particle viscosity. The vertical component represents the Viscosity Scale values from 0 (no viscosity) to 1 (equal to the Viscosity attribute value). See Set attributes using ramps.

Selected Position

Indicates the position of the selected value on the ramp (between 0 on the left to 1 on the right).

Selected Value

Indicates the per-particle attribute value on the ramp at the selected position.

Interpolation

Controls the way per-particle attribute values blend between each position on the ramp. The default setting is Linear.

None

The curve is flat between points.

Linear

The per-particle attribute values are interpolated with a linear curve.

Smooth

The per-particle attribute values are interpolated along a bell curve, so that each value on the ramp dominates the region around it, then blends quickly to the next value.

Spline

The per-particle attribute values are interpolated with a spline curve, taking neighboring indices into account for greater smoothness.

Viscosity Scale Input

Specifies which attribute is used to map the Viscosity Scale ramp values.

Off

When off, the per-particle attributes are deleted. If you want to use an expression with the per-particle attribute, you need to manually add them again. See About nParticle internal ramps and per-particle attributes.

Age

The per-particle attribute values are determined by the nParticle’s age, which is based on the particle Lifespan mode. See nParticle Lifespan attributes.

Normalized Age

The per-particle attribute values are determined by the normalized age of the nParticle. To use Normalized Age, the nParticle object must have a defined lifespan. For example, the nParticle object’s Lifespan Mode attribute must be set to Constant or Random range.

When Normalized Age is used, The per-particle attribute values are mapped within the range of the nParticle object’s lifespan.

Speed

The per-particle attribute values are determined by nParticle speed.

Acceleration

The per-particle attribute values are determined by nParticle acceleration.

Particle ID

The per-particle attribute values are determined by the nParticle’s ID. Particle IDs are unique and generated at the beginning of the particle’s lifespan.

Randomizing ID

The per-particle attribute values are determined by a randomized nParticle ID.

Input Max

Sets the maximum value for the range used by the ramp.

Surface Tension

Specifies the amount of surface tension applied to liquid nParticles. Surface Tension is an attractive force that creates contracting and expanding behavior on the surface of a liquid nParticle object as it moves. The effects of Surface Tension are intended to add realistic surface tension to your nParticle liquid simulations.

The higher the Surface Tension values, the greater tendency nParticles have to attract one another, which causes the overall surface area of the nParticle object to become smaller and more uniformly covered.

Surface Tension affects the behavior of all nParticles belonging to the object, not just those that are visible at the surface of the liquid effect.

Adds a weak cohesive force to keep individual nParticles together. This is useful for maintaining the liquid's surface when it is flowing or suspended. You can set Surface Tension on a per-particle basis using Surface Tension Scale.

Surface Tension Scale

The Surface Tension Scale ramp sets per-particle scale values. These scale values are applied to the Surface Tension attribute to compute per-particle surface tension. The vertical component represents the Surface Tension values from 0 (no surface tension) to 1 (equal to the Surface Tension attribute value). See Set attributes using ramps.

Selected Position

Indicates the position of the selected value on the ramp (between 0 on the left to 1 on the right).

Selected Value

Indicates the per-particle attribute value on the ramp at the selected position.

Interpolation

Controls the way per-particle attribute values blend between each position on the ramp. The default setting is Linear.

None

The curve is flat between points.

Linear

The per-particle attribute values are interpolated with a linear curve.

Smooth

The per-particle attribute values are interpolated along a bell curve, so that each value on the ramp dominates the region around it, then blends quickly to the next value.

Spline

The per-particle attribute values are interpolated with a spline curve, taking neighboring indices into account for greater smoothness.

Surface Tension Scale Input

Specifies which attribute is used to map the Surface Tension Scale ramp values.

Off

When off, the per-particle attributes are deleted. If you want to use an expression with the per-particle attribute, you need to manually add them again. See About nParticle internal ramps and per-particle attributes.

Age

The per-particle attribute values are determined by the nParticle’s age, which is based on the particle Lifespan mode. See nParticle Lifespan attributes.

Normalized Age

The per-particle attribute values are determined by the normalized age of the nParticle. To use Normalized Age, the nParticle object must have a defined lifespan. For example, the nParticle object’s Lifespan Mode attribute must be set to Constant or Random range.

When Normalized Age is used, The per-particle attribute values are mapped within the range of the nParticle object’s lifespan.

Speed

The per-particle attribute values are determined by nParticle speed.

Acceleration

The per-particle attribute values are determined by nParticle acceleration.

Particle ID

The per-particle attribute values are determined by the nParticle’s ID. Particle IDs are unique and generated at the beginning of the particle’s lifespan.

Randomizing ID

The per-particle attribute values are determined by a randomized nParticle ID.

Input Max

Sets the maximum value for the range used by the ramp.