Increasing this value will increase their effect. This setting refers to large-scale eddies and swirls in the fluid. We therefore recommend that you keep particle sizes closely related across different emitters to keep particle density values closely related. So if a very small particle has a low density setting, and a very big particle has a high density setting, the actual difference in density can be extreme and the simulation may explode. ![]() But if the emitters have very different particle sizes, very large differences in density can cause instabilities, because big particles are much heavier than small particles, even if they have the same density setting. Safe ranges might be a Density of 10 for emitter A and Density 1000 for emitter B, for example. If your scene is using more than one emitter, the solver can deal with high density contrasts between the different emitters. (In contrast, the density of mercury is 13,593 kg/cubic metre.) Multiple emitters The default value of 1000 is the density of water. The density of the liquid expressed as kilograms per cubic metre of liquid. Granularīy contrast, here the particles behave more like solid granules or sand grains than fluids. With this option particle behaviour simulates fluid. This is a drop-down menu with two settings: Fluid They are not used with the PBD Fluids object. ![]() ![]() The settings in this quicktab are used in conjunction with the Fluid FX object. Emitter Extended Data tab: Fluid Data quicktab
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