Blender fluid sample files




















The simulator is voxel, which means that you need a domain to create fluid. A domain is a region of 3D-space, which is a parallelepiped or cube that is filled with voxels. Voxels are three-dimensional pixels, similar to small cubes, are the minimum unit in the simulation. To add a domain, you need to create a cube it makes no sense to create other objects, since when creating a domain, only the dimensions of the object are taken into account.

Next, go to the Properties window Physics tab and click on the Fluid button. A Fluid tab appears below that stores the Type parameter. By default, this parameter is set to None. This means that the object will not participate in the simulation.

You need to change this setting to Domain. No fluid will be created. Since we have not added a source of fluid. To fix this, add any object, for example, a UV sphere you can move it and change the scale , then in the same Physics tab, again click on the Fluid button and point Type to Fluid.

Now there are two fluid objects in the scene Domain and Fluid. Next, you can run the simulation. This is done by clicking the Bake button on the domain object Fluid tab, Bake sub-tab. To stop the simulation, you need to click on the cross in the status bar on which is written the number of percent of the baked simulation the status of the bar bottom.

If you do not click on the cross, the simulator will calculate the frames from zero to the last the Frame End parameter in the Timeline window. As a result, the sphere will create a certain volume of liquid, which by default under the force of gravity will fall down to the floor if you play the animation using the Space key and begin to flow along the lower boundary of the domain. The fact is that liquid cannot go beyond the domain.

The domain object itself by default will turn into a liquid. That is, if you need more than one domain, then they need to bake the simulation in separate scenes.

And then you will have several liquids in the scene. All of the fluid types have parameters. But some parameters are common to various types. And the first parameter is Volume Initialization. This parameter is for Fluid , Obstacle , Inflow , Outflow types. This parameter indicates how the volume of the object mesh will be used.

Three types of volume initialization can be specified:. And the next general parameter is Export Animated Mesh. Otherwise, deformations of the original mesh will be taken into account for example, deformations using reinforcement, shape keys, various modifiers that change geometry, etc. In general, if the positions of the vertices of the original mesh change or new vertices are created , then this checkbox should be turned on.

If the original mesh object has only object transformations, this checkbox should be turned off, the simulation will be calculated faster. On this, the general parameters are over. Next, are the unique parameters of various types of liquids. Simulation Threads — indicates the number of CPU cores that will be used during the simulation. If set to 0, then the blender will automatically determine the number of cores and will use the maximum available cores, but sometimes instead of using 4 cores, the blender will use only 2 cores.

Therefore, it is advisable to manually specify this parameter if you do not want to wait longer than a miscalculation, or vice versa if you do not want the system to freeze. Final Resolution — the resolution of the final simulation, the number of voxels of the longest side of the domain the permissions of the other sides of the domain are calculated automatically, based on the proportions of the domain.

Preview — a resolution that can be used for faster playback in the 3D-view window. That is, the blender allows you to specify two permissions: Final and Preview. The first permission is the simulation permission, and the second permission is the permission for the mesh that is created for preview. The fact is that liquid voxels are converted to a mesh, and you can use the Preview parameter to specify fewer voxels to convert to a mesh.

To make this easier to understand, look at the screenshot:. On the left in the screenshot, the mesh is generated using the Final Resolution parameter, and on the right using the Preview Resolution parameter. There are more polygons on the left, and less on the right. The same liquid voxels are converted to a mesh with different resolution variations. That is, there is one simulation of fluid voxels and two variations of the generated mesh Final and Preview.

Render Display — indicates which fluid mesh will be displayed:. Viewport — the same as the Render Display , but for a 3D-view window. That is, it indicates what will be displayed in the 3D-view window. Time Start — the initial time of the simulation. If more than zero is set, the blender will calculate the first simulation frames in memory and will not save them to the hard drive. And as soon as the simulation time is longer than the Time Start , the blender will start writing the simulation frames to the cache.

And it is worth noting that the simulation always starts with a zero frame. End — the end time of the simulation. If the scene is set to FPS 30 frames per second and the final frame is , then for simulation in real-time, this parameter must be set to 4. Otherwise, the simulation will either be slowed down or accelerated. That is, this parameter indicates what time will be in the last frame. If Time Start is equal to 0. Speed — the parameter that indicates the speed of the simulation.

It is multiplied by the speed, which is calculated based on the Time Start and End parameters. And this parameter can be animated. For example, to speed up the simulation first, and then slow it down. That is, if the parameter is enabled, then the vectors will be generated. And these speed vectors can be used in post-processing or in Cycles Render without post-processing to add motion blur.

Useful for fast-moving streams to simulate the effects of a real camera on a render in real cameras fast-moving fluid flows look blurry. Reverse Frames — if this option is enabled, the simulation frames will be played back. For example, if frames from 0 to 3 are baked, then if the option is disabled when playing the animation, the frames will be played in turn like this: 0, 1, 2, 3. And if you enable this option, the frames will be played like this: 3, 2, 1, 0.

Offset — Offset simulation frames. Some frames of the scene correspond to some files from the cache. But with this parameter, you can specify other cache files to frames. Add offset to the cache. You can make sure that the first frame of the cache starts not from the zero frame, but from the tenth. To do this, set the Offset parameter to Or if you want the simulation in frame zero to be 2 seconds at 30 FPS , then Offset must be set to Everything related to the cache is located here.

There are one parameter and one operator button in this tab:. Cache Path — the directory where the cache baked simulation will be stored. Bake — button to start the simulation. When the simulation is already running, it can be interrupted in the status bar by clicking on the cross in the progress bar, or you can press the Esc key. This will allow you to see how the final fluid will look in the viewport. Try increasing the resolution and doing a test bake. Scrub the timeline to see the result and check the fluid is staying inside the glass.

Repeat this until the fluid stays inside without falling through the bottom. Move the ice cube above the glass and set a keyframe. To do this, pick Location from the drop-down box on the right side of the timeline, and click the Key icon next to it.

At around frame 10 or 11, drop the ice cube into the glass and set another keyframe to create a decent splash. You can also rotate the ice cube to an odd angle. Do another test bake to see the results of your splash. Once satisfied, you can increase the resolution further for an improved result — the more you increase it the longer it will take to bake though, and if you increase it too much it can crash Blender. Before doing a final bake, look at the file selector at the bottom of the Fluid settings.

This scene was set up with SmartIBL from www. The file was saved from LightWave Next you can load the objects that were used earlier, such as the glass and table. The Tea object can once again be hidden by clicking its check box in the Scene Editor and setting the box next to that as Hidden, or just clear it from the scene by right-clicking it in the Scene Editor and selecting Clear.

Load either the bit or bit version, depending on your system, by going to the Utilities tab and clicking Add Plugins. Add a Null object from the Items tab. With the null object selected hit [P] to open its properties, or right-click it in the Scene Editor and pick Properties. Click OK for the errors and then open the Options with the button next to the drop-down box. Flip Coordinates and Cache Mesh should already be checked. This will correct for some of the problems the fluid files have in LightWave.

All of the objects included already have surfaces applied but the fluid object is a little different. Animation test by Pablo Fournier, lighting and rendering by Andy Goralczyk.

Rain rig by the Blender Animation Studio team. Characters created for the Animation Fundamentals training on Blender Studio. Asset Demo Bundles These Blender Bundles allow artists to download a package to try different parts of Blender and enhance their out of the box experience. Blender 3. Blender 2. Posed by Hjalti Hjalmarsson and lit by Andy Goralczyk. Hatching Shader by Ocean Quigley. Tree Creature By Daniel Bystedt. Temple By Dominik Graf.

Wanderer By Daniel Bystedt. Ember Forest By Mike Pan. Wasp Bot By Emiliano Colantoni. Elephant By Glenn Melenhorst. Architectural Visualization By Marek Moravec.



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