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Splash Split | splash_split_to_splash – Controls how quickly the flying splash particles split into smaller ones, creating a trail. If you set it to 0.0, the splash particles would not split at all.

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AirFriction
AirFriction
Splash Air Drag | airfr – The air friction of the splash droplet. A value of 1 represents the air friction of an average rain droplet.

Mist Air Drag mistdrag – The air friction of the mist. This value determines not only how fast the speed decreases, but also the influence of the wind. The larger this value, the larger the wind's influence.

Max Outside Age | timeout – If a particle exits the grid and its age exceeds this parameter, it will be killed instantly. This parameter affects both splash and mist. Note that this is not the time since the particle exited the grid, but the time since the particle was born.

Initial Vel. Mult. | spvmult – When the splash particles are born, they are initialized with the velocity of the nearest liquid multiplied by this value. This parameter greatly affects the general appearance of the splash. When it is below 1, the liquid droplets fly in front of the splash and produce a clearly visible track.

Initial Vel. Rand. | spvrand – Controls the randomness of the velocity direction when splash particles are born. This affects the birth of splashes both by liquid particles, and by splitting of splash particles into smaller splash particles. The velocity is randomized equally in all directions, not just in the direction of splash travel, or perpendicular to it.

Liquid-Like | spstick – Controls the ability of the splash particles to stick to each other, forming different strings and tentacles, so the splash behaves more like liquid and blends better with the behavior of the liquid mass. The higher this value, the larger the acceleration needed to break the connection. Note that larger values will increase the calculation time. For more information, see the Liquid-Like example below. 

Affect Liquid | affectlq – Controls the conversion of liquid to splash, and splash back into liquid. When this value is not zero, the splash birth causes some of the liquid to disappear, and then when the splash enters the liquid the splash particles are replaced by liquid. A value of 1 with splashes and mist enabled produces a physically accurate simulation where liquid, splash and mist are constantly converted into one another, and the sum of all three at any point during the simulation is the same as the original liquid.

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 When a Splash particle is converted into a Liquid particle, it inherits the Default RGB and Default Viscosity values set under the Dynamics rollout.

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