2010

Table Of Contents
5 In the Output Mesh section, set Blobby Radius Scale to 3.5.
In the scene view, the nParticle output mesh is superimposed over your
nParticle object.
6 In the Output Mesh section, select Quads from the Mesh Method list.
Selecting Quads creates your converted mesh using quad-based polygons,
while Tetrahedra, Cubes, and AcuteTetrahedra create meshes using
triangulated polygons. Output meshes that are quad-based respond better
to polygon smoothing (Mesh > Smooth) than triangle-based output
meshes.
7 Dolly and tumble the scene so that you can closely observe the nParticle
output mesh, and experiment with the following Threshold values:
Set Threshold to 0.2.
At this value, the nParticle output mesh extends beyond the nParticle
objects collision width and penetrates the inner wall of the pitcher
mesh.
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