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In this video we're going to look at the liquid particles in the domain settings.
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We have a lot of different values and settings that we can tweak here that will change how the simulation
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looks.
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Let's go through them one by one and you will learn exactly what they do.
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First off we have the simulation method.
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Currently there is only one and that is the flip method for the fluid simulation in future builds a
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blender they are going to implement more methods.
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But for now it's just on flip.
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Now let's get into the settings the first setting that we have here is the flip ratio this controls
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how big the splashes are and basically how this works.
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If you set it to a higher value and the highest you can go is a value of one.
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You can't go any higher than one.
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This will make the splashes look really large.
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This makes your simulation look like a very large simulation.
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Lower values will result in less splashes which will make it look like a smaller simulation.
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The particle radius controls the amount of space between each particle.
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The higher you said this to the more the particles will be spread out and the lower you said this to
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the more bunched up they will be together the maximum and minimum values controls how many particles
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are going to be in a grid cell Manzullo is split up into cells and bacon assimilation.
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And this also correlates with the resolution that you set up here.
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Normally the default values work perfectly fine but you can add more particles or less particles if
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you want to do that.
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The particle sampling this controls how many samples of particles there will be in a simulation.
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The higher you set this to the more particles will be in your bake the lower you set this to of course
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there will be less particles the narrow bandwidth is a cool value that you can play around with.
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This allows you to add more particles into your whole simulation.
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Normally when you just bake in the simulation it will have a thin line of particles at the top.
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But if you were to bring this up to a value of about 10 or so it will fill up the entire domain and
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you can get some really cool animations doing this.
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You can see the screenshots that we have here with different values for the narrow bandwidth.
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It basically takes the edges of the entire flow object and enables particles to fill up the inside.
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The higher you set this to the more it will be filled up.
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The particle randomness does exactly what you would expect it randomize is how the particles are placed
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in the simulation at the start.
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And it will also give the location a little bit of randomness.
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So it doesn't look so uniform fractional obstacles basically controls how the simulation acts with collisions
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and how the particles will interact with them.
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It will help smooth out the transition when it moves.
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For example if a particle is sliding down an incline of a obstacle you can see on screen that there
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is two different simulations.
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One has a fractional obstacle turned on with a little bit of threshold and one has it turned off.
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You can see the one that has it turned on is a lot more smooth so this basically smooths out the movement
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of the particles when it's colliding with an obstacle and you can play with the amount of smoothing
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using the threshold.
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