Blender Particle Fluids integrate into the existent powerful Blender particle system a fluid simulation tool that allows a wide range of fluids types, from steam to water to goo, slime and giggly fluids.
The particle fluids inherit all the goodies of the base particle system, like baked simulations, scripting, etc.
In future releases it will also include meshing particles .
Blender Fluid Particles uses a boundless interpolation technique to sample the fluids body called SPH (Smoothed Particle Hydrodynamics)
Each particle can carry any fluid property: density, pressure, temperature, color, etc.
Smoothing radius is the most important parameter in the simulator, it controls the influence of each particle, and determines the performance and the type of the simulated fluid: for small fluid scales (droplets, tiny water) use a relatively big smoothing radius (1.0) and for big scales fluids (sand, sea, rivers) use a small one (0.2-0.1).
Mass controls the amount of fluid matter that each particle represents, it is important for multifluid interactions (denser and lighter fluids) and also for simulating different fluid scale with the same particle amount.
Particle damping is a stabilization factor and controsl the absolute particle velocity: when a simulation seems to be out of control try to increase it or play with viscosity. It differs from viscosity because the second damps the relative particle speed.
Stiffness controls the surface tension on an external level, but internally is an attraction force in each particle smoothing radius. For small scale fluids use high stiffness values (1.0) and for large scale fluids use low to none ones.
Collider damping affects the bouncing of the particle in the collision event, the more collider damping the more energy the particle will loose the particle and consequently possibly get stick to the collider surface (not enough remaining energy to cancel the attraction force).
Rest density is an important parameter that sets the density at which particles will try to maintain under a zero force field or rest state. Visually it controls the relative distances where particles will be settled.
Tweak parameter is a time step tweak for the simulation, if a sim set up goes unstable first try to lower the time step by setting a fractional tweak. SPH simulators are not unconditionally stable: they are stable only for relative small time steps, that’s the reason why increasing the particle count without adjusting the rest of the parameters could lead to exploding simulations The good news is that always will be a set of parameters that will make a desired simulation stable.
The particle integrator is the function that actually advances particles over time, they feature more fast and stable simulation, so correctly choosing the appropriate integrator is crucial. In general Midpoint is the most stable while Euler is the fastest and Verlet is more suited for fluid behaviors.
Collider stickiness controls the force factor that try to stick particles to the collider surface, this is great for slipping fluids.
Square viscosity is a second order viscosity factor, used for advanced fluid for enhancing viscous behaviour.
Particles fluids can be currently rendered as billboards, simple dots, halos, instanced objects and volumetric distorted spheres in the pointdensity texture type.
In the future they can be rendered as fluid isosurfaces.
There’re plenty of ways in particle fluids for interactions and advanced setups, and combinations of the parameters lead to non-linear behaviours so they are not the simply sum of
effects. If you want to master particle fluids a good amount of experimentation is advised as well as a basic understanding of particle fluids theory.
Here you could download this post as a pptx:
Blender Particle Fluids