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