I agree, I’ve never been able to get blobby particles to look very good for water simulation. Now goo/ooze type stuff seems to work great. I admit though, I haven’t had to do water simulations so my experiements have just been for fun.
As for particle collisions, one way I’ve faked that is to assign a “radial field” on a per particle basis. You can adjust the size of the field to match the needed particle size. Once you do that the radial fields collide with each other which fakes particle collisions. Also, you can use Maya’s dynamics to make particles collide with geometry. It’s pretty simple too. You select the geometry, then the particles and go to particle>make collide. Now the particles react with what every geometry you’ve connected them with. Kinda handy…
One thing that I fine very powerful with Maya is the ability to add attributes to almost any object. That allows for a lot of custom scripting possibilites that makes working with things like particles much easier and robust.
By the way, I got a full night in on Dante, that plugin is awesome. I haven’t read the documentation but I was able to get things working fairly quickly. I did run into a problem where somehow I set a setting that was making my entire render an orange color. I couldn’t figure out what I did but I guess thats what I get for randomly tweaking parameters. Ha!
I’ll be asking questions here soon because I’d like to know the ins-and-outs but I hate asking questions before I’ve read the manual. Fun Stuff!
P.S. Pathfinder is great too!