11-09-2017, 09:25 AM
(11-09-2017, 08:00 AM)josemendez Wrote: Changing the radius of the particle renderer only changes the size of the rendered particles, not the resolution of the fluid. This is used to control the look of the rendered fluid surface, but does not affect the simulation at all.
To change the fluid resolution (i.e the physical size of particles), set the fluid material "resolution" value. High resolution values yield smaller particles, low resolution values result in larger particles. All related quantities (particle mass, kernel radius, etc) are automatically set based on resolution. Then, the renderer radius is just a multiplier of the actual size set by the resolution, and only affects rendering. See the docs:
http://obi.virtualmethodstudio.com/tutor...rials.html
Thanks for the reply. I have changed the scale of the particles as you suggested, but when I run the simulation the liquid just explodes everywhere. I have changed a sorts of variables and have been fiddling far too long just to get a ballpark accurate simulation in correct scale with no success. Do you have any examples that are the right size? Having something that works to reference would help a lot.
What I am looking to accomplish is to have an enclosed orb (about the size of a fist) half filled with fluid that can just slosh around. I don't need it emitted in a flow or burst, just need it to exist there in the orb when the scene starts. Do you have a good idea as to how I can accomplish this?
Thanks