Hi all :) Here's at last the first public patch of the Particle Fluids engine , this means that still don't have included the particle surfacing because is still a work in progress but the engine is pretty usefull in its current state and particles could be rendered via splatting or using pointdensity for more advanced volumetric particle effects (remember my pouring moss tests?) and finally you could use instanced particles to whatever you want , including metaballs, though those are not replacement for the upcomming particle mesh surface ;)
I have sended the patch to Jahka for his expert review and commit, and once integrated in its final GUI form Stephen and me could start writting down documentation of the many features it have. I have included also two quick .blend test files to figure out of the settings PATCH: http://www.pasteall.org/11232/diff TEST BLENDS: http://www.pasteall.org/blend/1959 and http://www.pasteall.org/blend/1960 The main actors of this achievements are Stephen, Jahka and your servant: Farsthary I will enjoy this part: Feedback Cheers to all and THANKS! PS: in the future the engine may change a bit because I'm researching ways to speed up simulations by data structures other than the kdtree it currently use ;) _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers