Set up your options for animation:
File -> New Scene->
Select Time: NTSC (30 fps) (We record to video, 30 frames per second is the frame rate.)
Set the Playback Start/End between 1 and 300.
Set the Animation Start/End between 1 and 300.
Choose the Settings section.
Make sure Time: NTSC (30 fps)
Choose the Time Slider section.
Make sure Playback Start/End between 1 and 300.
Make sure Animation Start/End between 1 and 300.
Select Playback Speed Play Every Frame, this will allow the simulation to process every frame.
Your playback speed will not be accurate
Set Max Playback Speed to Real-Time
Make sure the maximum playback on the time slider to 300, over to the right on the time slider.
Use the FX Module
Choose nParticles->Emit->Create Emitter
In the Channel Box, Set Translate Y to 2 for the emitter.
Hit the Play Arrow on the Time Slider, you should see omnidirectional particles.
Rewind to the beginning of the Time Slider, Select the emitter.
Use the Channel Box to change:
Each time you make a change hit the play arrow and note the difference.
Rate 300 (Number of particles per second emitted.)
Emitter Type Directional
Direction X 0
Direction Y 1
Direction Z 0
Add Shading Attributes to the Particles:
Open Windows->Attribute Editor for the selected particles. (Short cut Control a)
Under nParticleShape1 tab
Under Particle Size
Select Particle Render Type: Blobby Surface (s/w) (Renders with software renderer only.)
Input Threshold .3 (Coagulation like metaballs)
Add a light to your scene and render to see what this looks like.
Add a Collision Surface:
Create a Poly plane and scale it up a bit.
Select nCloth->Create Passive Collider
Play the animation.
Experiment by adjusting Poly Plane rotation or adding other Passive Colliders.
Use the Hypershade
Assign a shiny shader to the particles.
Make Color medium bluish.
Make Specular Color light blue
Add a Reflected Color Map such as Env Chrome under Environment Textures.
Change Reflectivity to .2