Liquid Mesh
This object can be used to surround particles with a polygon hull, which can then also be textured with materials, processed with other generators and rendered. In order for the particles to be recognized, they must have a Liquid Contribution value, e.g. they must have been generated using a Liquid Fill Emitter or the corresponding liquid properties must have been added using a Liquify Modifier. Even if the particles only have a Liquid Contribution of 0%, they are detected by the Liquid Mesh.
The Liquid Mesh offers special setting options to control the level of detail and the shaping of this polygonal shell.
There are parallels to the use of the combination of Volume Builder and Volume Mesher with a particle group. This can also be used to convert particles into volumes, which can then be resolved as required using voxels and converted into a polygon hull. The Liquid Mesh offers additional options, e.g. for evaluating velocities or colors on the particles, which can then be processed directly by the renderer and the material system. In addition, individual particles can be automatically reduced in their effect on the generation of the polygon hull.
All calculations are performed on the graphics card by default. This is the fastest possible calculation method and enables a quick preview of the liquid surface directly in the editor views. However, in order to render and further edit the generated geometry, e.g. with deformers or other generators (or even for a wireframe line representation of the liquid in the viewports), the data must be downloaded from the graphics card in order to be available as real points and polygons in the scene. The Export settings on the Liquid Mesh object are available for this purpose. For rendering, at least the Geometry option must be activated there.