The Wind Daemon
To create this Daemon, go to Daemon Menu > Wind, then place it near the emitters in the co-ordinates as below.
• Position – X: -3.2396 | Y: 0.0 | Z: 4.43852
• Rotation - X: 0.0 | Y: -130.0* | Z: 0.0
* We are going to animate the Rotation of this wind in the Y axis. Go to Frame 0 and set the Rotation to 130. Now click the right-button of the mouse and select Add Key. Then go to Frame 20 and set the Rotation to 50 and select the Add Key. At Frame 40, set the Rotation to 130 and select Add Key.
After this, click the right-button on the mouse and select Open Curve. Here you can see the three key frames. Select Key Frame 40 and go to the Keys option in the Menu Bar and select Show Key Properties. Now set the Post Behavior to Loop Offset. After these changes you can see that we don't need to animate this wind manually until the last frame – it's automatically animated after frame 40.
Now let's modify the parameters of the wind.
• Affect - Force
• Strength - 4.0
• Noise Strength - 25.0
• Noise Scale - 2.0
• Bounded - No
Adding the Wind Daemon and modifying the parameters
The Vortex Daemon
With a Vortex Daemon you're able to create a center of rotation around a certain point in space. To create this Daemon, go to Daemon Menu > Vortex, then place this Daemon exactly on the emitters.
• Position – X: -0.09342 | Y: 0.0 | Z: 3.91978
• Rotation - X: 0.0 | Y: 77.47419 | Z: 0.0
Now let's modify the parameters:
• Affect - Force
• Rot Strength - 2.5
• Central Strength - 20.0
• Attenuation - Linear
• Bounded - No
• Vortex Type - Classic
• Bound Sup - 1.0
• Bound Inf - 1.0
Adding the Vortex Daemon and modifying the parameters
This Daemon eliminates unwanted particles from the scene. There are many cases where particles become invisible in the final camera view or leave a certain area. In most cases these particles only increase the simulation time without any additional benefit for the project. It's a real necessity to remove all these kinds of unwanted particles and K-Volume Daemon does this very accurately.
To create this Daemon, go to Daemon Menu > K Volume, and then place it near the emitters.
There is no need to place this Daemon manually. Just select it and go to Node Params – here you will see two options: Fit to Object and Fit to Scene. If you select the Fit to Object option then it will automatically adjust its scale as per the object size, or if you select Fit to Scene then it will adjust as per the scene size.
Adding the K-Volume Daemon
After we finish the setups of the Emitters and Daemons, now it's time to hit the Simulation button.
After you finish the simulation, it's time to create the mesh for our particles. To create the mesh, go to Mesh Menu > Particle Mesh (Standard). Now you can see that the ParticleMesh_ST01 node still appears in the Nodes section. Just right-click with the mouse and select Insert all Emitters. Now you can see the + sign near the ParticleMesh Node. This means all emitters have been inserted into this node.
Now select the Particle Mesh and go to Node Params and make the changes mentioned below:
• Build - Yes
• Type - Metaballs
• Polygon Size - 0.01713
• LOD Resolution - No
Now click on that + sign, select the first emitter and go to Node Params and make these changes below:
• Blend Factor - 95.0
• Radius - 0.012
• Subtractive Field - No
Now copy all the parameters and paste them into the other emitters. Select the Particle Mesh node, then go to Menu Bar and hit the Build Meshes button and wait till the process is finished.
Creating the RealFlow mesh for our particles
The final output
After you finish the simulation and meshing, import the mesh into a 3D application, whichever is suitable for you. Just add some lights then render it and let's see how it looks.
Liquid flow in action
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Download assets to accompany this tutorial