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In this tutorial we are going to create the fluid simulation.
Go to Space Warps and create "Gravity".
Click on the "Forces" drop down and select "Deflectors", create a "UDeflector".
Go to "Geometry" and select the "Standard Primitives" drop down, then select "Particle Systems", create a "Super Spray" object.
Rotate the object 90 degrees.
Scrub the animation 25 frames.
Align the spray with the end of the teapot and rotate it accordingly.
Go back to frame 1.
Using the "Bind to Space Warp" tool, bind the SuperSpray to the gravity and UDeflector you made earlier.
Select the UDeflector and go to the modify panel.
Press the "Pick Object" button and select the Floor.
Change "Bounce" to 0.4
Select the SuperSpray object and select the "SuperSpray" modifier.
In "Viewport Display", select "Mesh".
Set the Spread to 15 and the Off Plane to 20.
Set the "Percentage of Particles" to 100%
Expand the "Particle Generation" roleout.
Set the "Rate" to 12, the "Speed" to 5 and the "Emit Start" to 25, "Emit End" to 35.
Set the "Life" to 40 and the "Size" to 10.
Expand the "Particle Type" roleout.
Select "MetaParticles"
Scroll up to the "Particle Generation" role out and set the "Variation" to 5 and the "Grow for" to 4.
Scrub the animation and make note of the pouring flaws.
For key frames 27, 29, 31 and 33 reanimate the SuperSpray to the end of the teapot.
Do this by entering Set Key mode and re-positioning the SuperSpray to the end of the teapot and pressing the key button or pressing "K" on your keyboard.
Conduct some finishing touches on the animation to make it perfect.
Our next stage is to create appropiate materials for the floor and the liquid.
Exit Set Key mode and go into the material editor.
Drag in a "Autodesk Concrete" material preset and enable "Show Standard Map in Viewport"
Apply the material to the floor.
Scrub the animation to about frame 31 or 35.
Drag in a "Autodesk Water" material.
Set the "Type" to "Generic Sea/Ocean" and set the "Color" to "Custom".
Adjust the Custom Color and Wave Height to your preferences.
Enable "Show Standard Map in Viewport" and apply it to the liquid simulation.
Do a test render.
If you think the lighting is too intense or bright you may want to play around with the settings until you are satisfied with the results.
In the next tutorial we will play with camera angles and render the scene into an AVI file.