2010

Table Of Contents
In the Solver Attributes section, set Substeps to 7.
Set Max Collision Iterations to 10.
7 Play back the simulation.
The nParticles now fill the water pitcher, and when the pitcher tilts to
pour, the nParticles have enough volume to exit and fill the glass.
More about Liquid Radius Scale
Be aware that Liquid Radius Scale can be affected by other nParticle attributes
such as Radius and Collide Width Scale. For example, Liquid Radius Scale uses
the nParticle object's Radius to determine how nParticles overlap, and any
change in the nParticle Radius affects how nParticles overlap in the liquid
simulation.
Adjusting the Nucleus solver Substeps and Max Collision Iterations also affects
the volume that is generated by the Liquid Radius Scale value. You can
experiment with these settings by changing Substeps to 10 and Max Collision
Iterations to 15 and observing how your liquid simulation is affected.
In the next section of this lesson, you adjust nParticle Collide Scale Width
and Incompressibility attributes to add fluidity to your simulation.
Adding fluidity to the nParticles
To make it easier to see how the nParticles interact with the pitcher and glass
objects, you can turn on the Solver Display to see the nParticle collision
volume. Collision volumes are a non-renderable surface offset from each
nParticle radius that the nucleus solver uses when calculating collisions
between Nucleus objects.
To edit Collide Width Scale and add fluidity
1 In the Outliner, select nParticle_Water.
2 In the Attribute Editor, click the nParticle_WaterShape tab.
960 | Chapter 19 nParticles