By defining a “Max Relative Speed” value you are able to break the link between these particles. If a particle is very fast compared to its neighbour then you might see very long and thin tendrils.This way you can create fast moving, trailing drops which are not linked to the main body of fluid. Restrict the particle creation process to particles within the given range between “Min | Max Relative Speed”.The following illustration explains this concept:īy taking the particles' speed into account you are able to do a lot of interesting things:
If this angle is smaller than the given parameter value then a new particle will be created between A and B. The angle (α) between both vectors is compared against “Alignment Threshold”.
Another vector points in the direction of particle B. Particle A is moving at a certain velocity which also determines its direction – this is the motion vector. To avoid this, increase the “Alignment Threshold” angle. In the object's corners you can often see accumulations of particles. Another situation is when particles collide with objects. This feature improves the quality of simulation with thin sheets of fluids, e.g. Good values range between 1.0 and 3.5, but this strongly depends on your simulation. This, for example, can be the case when the fluid particles are very fast or when the holes are large. The daemon does have its limits, and there are situations where it is impossible to fill all holes. This parameter accepts positive values and is dimensionless.
Holes with a radius greater than the given value will not be filled. Otherwise the connection has to be established manually. LinkedĪll fluid containers inside the drag-and-drop field will be affected by the daemon. If there is only one container in the scene it will be linked automatically. To link a daemon to a different scene tree drag the appropriate "Scene" node to this field. In RealFlow | Cinema 4D it is possible to use multiple "Scene" trees in the same project. The result is a smooth stream of particles, perfectly suited for high-velocity and slow-motion simulations, or fluid-object collisions. The “Sheeter” daemon's main purpose is to detect holes in particle fluids and fill them, but without increasing the emitter’s “Resolution” value.