Fluid Property Editor

| Simulation | Output | Collisions

To display: Choose Create > Particles > Fluid > From Cube, Disc, or Square from the Simulate toolbar.

For more information on creating fluid, see Fluid [ Particles ].

 

You cannot have multiple emitters on a fluid cloud. As well, the Fluid operator works only with the default cube, disc, or square emitter objects.

Simulation

Execution State

Mute

Toggles the fluid simulation on/off.

Range

Start Frame

First frame at which the fluid simulation is calculated.

Duration

Number of frames over which the fluid simulation occurs.

Copy from Scene

Copies the start and end frame values from the scene’s timeline to the Start Frame and Duration.

Copy to Scene

Copies the values you set for the Start Frame and Duration to the scene’s start and end frame values on the timeline.

Simulation Factors

Accuracy

Sets the accuracy of the fluid simulation. Increasing this value controls the simulation more but takes more time.

Slave Ratio

The percentage of slave particles in relation to master particles that are set with Mean distance. A value of 1 means that there are as many slave particles as there are master particles. The slave particles are randomly distributed on the surface/volume of the emission.

Mean Distance

Density of the particles determined by the distance between them in a set space. This determines the number of master particles. The lower this value (the smaller the space between particles), the greater the density of particles.

Foam %

Determines which percentage of the particle density will be used as foam. Particles whose density is lower than the value here and with a value higher than the Foam speed min. are rendered as foam.

Foam Speed Min.

Determines which particles may be rendered as foam. Particles whose speed is higher than this value could be rendered as foam. The Foam % is also taken into account: particles with a density lower than that value will probably be rendered as foam; if a particle is not very “quiet,” it will probably be rendered as foam.

Output

Output Sequence

Name of file in which you want to save current particle simulation. The file extension is .ptp. By default, these files are saved in the c:\temp folder with the prefix “Fluid.” If Usr is on, the path is displayed as you entered it. If Res is on, the resolved path is displayed.

Clean Cached Files

All the PTP files that were recorded and cached for playback are erased each time you exit Softimage. PTP files record the position of your particles at each frame in the animated scene.

Restart from File

Restarts the simulation from a previously selected PTP file. Select the file you want before selecting this option.

Collisions

Collision Accuracy

Iterations

The number of times a particle’s position is calculated per interval. The higher the value, the more accurate the position but the longer the time it takes to calculate.

Interframes

The number of times a particle’s position is calculated per frame. The higher the value, the more accurate the position but the longer the time it takes to calculate.



Autodesk Softimage v.7.5