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Help  Why are individual particles rendered so tiny?
#2
(29-04-2022, 04:40 PM)locque Wrote: I'm trying to make an eyedropper that emits single particles when pressed, like real drops of water coming out of it.

Generally, a single particle != a drop of fluid.

A single fluid particle behaves like a rigidbody sphere for all intents and purposes. Only if there's other particles around it can exhibit fluid properties. Conceptualizing individual particles as drops is wrong, they're actually samples of a continuum fluid volume.

A drop of water is usually composed of multiple particles, surface tension being the parameter that controls how strongly the drop keeps its round shape (which is the shape that minimizes energy).

(29-04-2022, 04:40 PM)locque Wrote: This doesn't work very well however, because at the resolution that I need the fluid to be the individual drops are completely invisible due to being rendered so tiny. Once two or three of them bunch up they suddenly become visible, though just barely as a small spastic dot. If you add a few more they jump to their final size they would appear as in a body of fluid.

Yes, because of what I explained above. It's not possible for a single particle to accurately represent any volume of fluid. If you want individual spherical particles to represent a "drop", you'd be better off using simple sphere rigidbodies as they're cheaper.

(29-04-2022, 04:40 PM)locque Wrote: Is there some way to reduce or completely disable this scaling effect or are single particles just not an option? I couldn't find anything in the fluid renderer settings that affects it.

You can reduce the maximum anisotropy in the solver to the minimum value. This will ensure particles are key perfectly round and aren't scaled to fit the fluid's surface. See "Max Anisotropy":

http://obi.virtualmethodstudio.com/manua...olver.html

kind regards,
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Messages In This Thread
RE: Why are individual particles rendered so tiny? - by josemendez - 30-04-2022, 11:07 AM