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And now we move on to the particle tab.
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Let's open up this tab and you can see all of these different settings.
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At first glance this might look a little bit intimidating.
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Don't worry I will go through each one and I'll be describing exactly what it does.
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We have three checkboxes up top.
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These are the different particles that you can enable for your simulation.
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We have spray foam and bubbles spray is for the splashes let's say for example this cube is coming down
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here and splashes upwards.
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There is gonna be some particles on the upper part of the big splashes.
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Foam is what you might expect it's going to be the foam on top of the fluid and then bubbles are going
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to be the particles that are inside the simulation.
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Let's go ahead and turn one of these on.
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I'm gonna go foam for example.
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And here we have a combined export this will combined different particle systems together.
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Let's go ahead and enable every single one of these.
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And then I'll go over to the particle system tab here you can see there's three different particles
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foam spray and bubbles.
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You can each set a different object or whatever you want for each one of these or you can go back over
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to the combine expert and select all of them spray foam plus bubbles and it will combine every single
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one of those particles into one particle system.
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So here you can enable the object to represent every single particle in your simulation just like that
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now the uprise factor.
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This is very similar to the uprights factor and the mesh it takes the amount of resolution in the settings
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up top here and then multiplies it for the particles the higher you set this to the more particles will
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be in your scene.
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And now the next six values that we have here the wave crest the trapped air and the kinetic energy
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I'm going to put this out a little bit so you can read the full name.
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We have a maximum and a minimum value for each of these.
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Now this is the threshold for the amount of particles that will be on these different types of things.
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The crest of the wave the trapped air the trapped air is basically when fluid overlaps each other.
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Sometimes there is an air pocket that's inside the fluid.
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And this is for the amount of particles in that air pocket.
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The kinetic energy takes the speed of the fluid and then determines if particles should be emitted at
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that point.
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And you can control that with these values.
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I've done a lot of testing with all of these different values and they do very minimal things to the
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simulation higher values with each of these will result in less Mark cells which means the less particles.
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So to understand this basically the higher you set this to the less particles will be in the scene and
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the lower you set this to the more particles will be in the scene moving on from there we have the potential
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radius and the particle update radius.
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We have two different values here that we can change and the potential radius.
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Basically it smooths out the particle grids so it looks just a little bit smoother on top of the fluid
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the particle update radius will make the particles move a little bit slower and less chaotic.
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The higher you set this to the more smooth it will be the lower you said this to the less smooth it
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will be and the more chaotic the particles will move around the Wave Crest particle sampling.
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This is the maximum number of particles that will be at the crest of the wave in a certain grid cell
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per frame.
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As you can see there the same thing for the trapped air.
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This is the this is the maximum amount of particles that will be in a trapped air pockets whenever you
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are simulating.
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You can set those values in right here.
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The particle life we have a maximum any minimum value.
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Particles have a certain lifespan.
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And this determines how long those particles will live before they die out.
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Normally the default values are perfectly fine but if you need to change them they are there for you.
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Next we get onto something a little bit more interesting.
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The bubble buoyancy and the bubble drag the buoyancy is the amount of force that pushes the bubbles
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up towards the surface of the fluid you the higher you set this to the more particles would be on the
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surface the lower you set this to the particles or just kind of hang out inside the fluid and not really
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do anything.
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You can see the different values of how they change it on screen.
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The drag is similar to the buoyancy except it deals with the movement of the bubbles.
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For example if the fluid is moving a lot and this is set to a lower number the drag will not really
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effect too much but if you were to set the drag higher the particles will move with the fluid keep in
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mind though if you set this too high it can get some strange results.
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So I would leave it at a maximum of like three or four and the last thing that we have here is the particle
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boundary we have delete.
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And then we have push out if particles are inside collision objects or if somehow they exit out of the
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domain the particles will get deleted.
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If you set this on push out it will push the particles out of the collisions or it will bring the particles
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back inside the domain.
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Normally I would just leave this on delete because sometimes you can get some weird issues if the particles
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leave the domain to actually see this in action.
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You first need to enable the spray foam or bubbles particles and then you need to click on bake.
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Keep in mind though if the combined expert is combining every single one of these you will have to free
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the bag to unlock these options up here.
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I'm going to leave this off because I'm going to demonstrate how you can switch between these.
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So now we have three different particle systems over here and I'm going to go ahead and bake the particles
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in now that the particles are done baking we can play our simulation and this is what it looks like.
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It has all of the combined particles the splashes the foam and the bubbles.
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Now the cool thing about leaving the combined export off is we can turn off the spray and just view
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the foam or the bubbles.
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So if I turn off spray and bubbles I can just look at what the foam particles are doing.
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Same thing goes with the spray so if I turn that on and turn off the foam we can see what the spray
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particles are doing.
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You can see they are the splashes of the particles that looks pretty cool.
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And then of course we can turn that off and leave the bubbles on and we can see what the bubble particles
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are doing as well.
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And we can see here these are what the bubble particles are doing.
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They're just chillin inside the fluid.
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There you go.
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So that is the particle tab and in the next video we will take a look at the diffusion.
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