After finishing all the setup of the emitters and Daemons, it's now time to hit the simulation button.
Showing the simulation button
After finishing the simulation, it's time to create the mesh for our particles. We will use separate particle meshes for every sphere emitter, as we want to assign separate colors to each liquid droplet.
To create the mesh, go to Mesh Menu > Particle Mesh (Standard). Now you can see that the ParticleMesh_ST01 node has appeared in the Nodes section. Select the Particle Mesh and go to Node Params and make the below mentioned changes.
? Build - Yes
? Type - Metaballs
? Polygon Size - 0.02
? LOD Resolution - No
Now go back to our ParticleMesh_ST01 and just click the right-mouse button and select Insert Emitters. Now select the first sphere emitter. With the same process, create separate Particle Meshes for the other sphere emitters. You should see the + sign near the ParticleMesh Node ? it means that all emitters have been inserted into their particular node. Now click on that + sign, then select the sphere emitter, go to Node Params and make the below mentioned changes.
? Blend Factor - 95.0
? Radius - 0.0246
? Subtractive Field - No
Now copy all the parameters and paste them into the other emitters. Then click the right-mouse button again and hit the Build button and wait until the process has finished.
Working with the particle meshes
After finishing 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.
A still from the animated scene created with RealFlow
They look like droplets of paint in this animation
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Download assets to accompany this tutorial