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RealFlow | Cinema 4D's fluid and material engines are cell-based and therefore, colliding objects have to be rasterized internally. The smaller the cells, the better and more accurate the collision, but at the cost of longer simulation times. By default, "Cell Size" is calculated automatically based on the "Collision Geometry Detail" level. For manual control uncheck "Auto". With "Auto" turned off, "Cell size" can be animated. This allows you to refine collision detection over time and speed up the simulation, e.g. from coarse to accurate.
Surface
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Offset
This parameter creates a solid extension around the object and prevents the fluid from penetrating its surface:
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Here are the three possible modes – you can read more about this topic under → "Adding Objects" and → "Filling Objects I".
- "Solid inside" makes the fluid collide with object's outer surface.
- "Solid outside" creates a hollow object and fluid interacts with the inner surface.
- "Shell" is normally used with open objects like glasses, vases, but also planes. When active, an invisible layer is added around the object's surface. The thickness of this layer is
Cell size * 3
. As a consequence, there will always be a gap between the fluid and the object.
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