Hi all 🙂
Here’s at last the first public patch of the Particle Fluids engine , this means that this still doesn’t have particle surfacing included because it’s still a work in progress but the engine is pretty useful in its current state and particles can be rendered via splatting or using point density for more advanced volumetric particle effects (remember my pouring moss tests?) and finally you could use instanced particles to whatever you want , including metaballs, though those are not replacement for the upcoming particle mesh surface 😉
I just sent the patch to Jahka for his expert review and commit, and once integrated in its final GUI form Stephen and me could start writing down documentation of the many features it have. I have included also two quick .blend test files to figure out of the settings
I love Open Source , I love blender and I fall in love with the Blender community 🙂 and since I have received a lot of help from you as Blendiac and WhifeOfBlendiac and ChildOfBlendiac will visit me soon what better present to give back to the community?
I will enjoy this part: Feedback
Cheers to all and THANKS!
PS: in the future the engine may change a bit because I’m researching ways to speed up simulations by data structures other than the kdtree currently used 😉