Note that when a Liquid Simulator is connected, particles will not render as Splashes when they are inside the liquid volume of the Liquid Simulator. Surfaces of droplets that intersect one another are not visible. Splashes – Each particle is shaded as a spherical, opaque, reflective droplet. This mode is about twice as slow as simple Bubbles but is suitable for close-up foam. ![]() The degree of curvature is determined by the Pressure variation parameter. Cellular – Similar to Bubble mode, but replaces intersecting walls between bubbles with a curved wall. This would cause abrupt changes in the overall look of the foam mass in animation. Otherwise, in animation, pairs of bubbles would appear with one bubble completely in front of another in one frame, and completely behind on the next frame, once the bubble's center goes behind the other bubble's center. If you get flickering or noisy renders of tightly packed masses of foam such as beer heads, you should switch to Cellular mode. Surfaces of bubbles that intersect one another are visible inside the bubbles. For more information, see the Mode Example below.īubbles – Each particle is shaded as a spherical, transparent, reflective foam bubble. ![]() Particle Systems | part_systems – Specifies the particle systems that will be shaded.
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