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Add a sphere, add it to the cloner, and tell the cloner to clone on the Matrix Object by changing it to object mode.
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This makes it so that the matrices never change which particle they are attached to.Ī couple of steps left, and the next thing to do is make a MoGraph cloner. When you feel you have the right amount, throw a MoGraph Cache Tag on the Matrix Object from the Tags menu, and bake it. You can use the default group or make a new particle group and drag it into the Thinking Particles settings inside the fluid settings. To start making bubbles, we need to make all the simulated particles into Thinking Particles, you can find the settings for Thinking Particles under the Simulate tab on the top. The settings for the mesh is mostly default, low resolution with a little smoothing is more than good enough, but if you feel like it gives some pointy edges, you can choose low-medium, but make sure to increase the smoothing even more then. If this produces a nice result, then we are ready to cache both the particles and the mesh. So i ended up with these settings in the scene solver: But turning up the iterations doesn’t do it alone, some extra substeps will help with particles acting strange or spazzing out. The more iterations, the more viscous it would act.
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These settings doesn’t give us any good viscous results, mostly because of the iterations. Initially the solver settings might be something like 2/2 substeps and 20/20 iteration. To get rid of holes in the simulation, I use a sheeter daemon with a max age of 1, so that I don’t generate too many extra particles. I have keyframed the emitter to scale down in the end, Iĭo this because I feel like it gives a better result than keyframing the speed variable to stop it from emitting.