Originally Posted by jigu
though i have one question : there are many plugins which do fluid stuff in 3ds max.. one thing is common that all needs to run simulation to generate fluid motion from their own particle system. so is there any specific approach that fluid application uses their own particle system and needed to run simulation? Is it becoz of pflow doesn't have operator which can simulate fluid motion or is it becoz of deflectors or spacewarps limitation?
please excuse me if this question sounds dumb!
No question is dumb! There actually AREN'T very many fluid plugins for max... basically just fumefx and glu3d with realflow having an import plugin.... pflow for instance does not have the dynamics solvers built in to handle particles properly/realisticly interacting between each other to mimic fluids the way glu3d or realflow does. Glu3d and Realflow use a particle based system where each particle is aware of each particle around it... Fume actually does not use particles, rather it uses a grid of voxels that have values that propagate through one another, kind of like a particle would push another one next to it in a sim like realflow: except in fume you have a voxel sending information like velocity and temperature information into the next voxel.
Generating "fluid" motion from pflow isn't really the same as fluid dynamics when you start using space warps and such because each particle is it's own entity unaware of the one next to it. Even using the keep apart operator and even with box3 writing an operator that can do that more accurately still isn't the same as a fluids solver. ...hopefully soon though with maybe box 2, pflow will have some of the added physics stuff (like thinking particles) but that's a whole different topic almost.
Hope that explains it a little bit... this is a very dumbed down version, but should give a basic understanding I think.