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In this video we're going to look at the liquid particles in the domain settings.
We have a lot of different values and settings that we can tweak here that will change how the simulation
looks.
Let's go through them one by one and you will learn exactly what they do.
First off we have the simulation method.
Currently there is only one and that is the flip method for the fluid simulation in future builds a
blender they are going to implement more methods.
But for now it's just on flip.
Now let's get into the settings the first setting that we have here is the flip ratio this controls
how big the splashes are and basically how this works.
If you set it to a higher value and the highest you can go is a value of one.
You can't go any higher than one.
This will make the splashes look really large.
This makes your simulation look like a very large simulation.
Lower values will result in less splashes which will make it look like a smaller simulation.
The particle radius controls the amount of space between each particle.
The higher you said this to the more the particles will be spread out and the lower you said this to
the more bunched up they will be together the maximum and minimum values controls how many particles
are going to be in a grid cell Manzullo is split up into cells and bacon assimilation.
And this also correlates with the resolution that you set up here.
Normally the default values work perfectly fine but you can add more particles or less particles if
you want to do that.
The particle sampling this controls how many samples of particles there will be in a simulation.
The higher you set this to the more particles will be in your bake the lower you set this to of course
there will be less particles the narrow bandwidth is a cool value that you can play around with.
This allows you to add more particles into your whole simulation.
Normally when you just bake in the simulation it will have a thin line of particles at the top.
But if you were to bring this up to a value of about 10 or so it will fill up the entire domain and
you can get some really cool animations doing this.
You can see the screenshots that we have here with different values for the narrow bandwidth.
It basically takes the edges of the entire flow object and enables particles to fill up the inside.
The higher you set this to the more it will be filled up.
The particle randomness does exactly what you would expect it randomize is how the particles are placed
in the simulation at the start.
And it will also give the location a little bit of randomness.
So it doesn't look so uniform fractional obstacles basically controls how the simulation acts with collisions
and how the particles will interact with them.
It will help smooth out the transition when it moves.
For example if a particle is sliding down an incline of a obstacle you can see on screen that there
is two different simulations.
One has a fractional obstacle turned on with a little bit of threshold and one has it turned off.
You can see the one that has it turned on is a lot more smooth so this basically smooths out the movement
of the particles when it's colliding with an obstacle and you can play with the amount of smoothing
using the threshold.
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