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Here you find five levels of quality. The higher the level, the longer the simulation will take, but the fluid-object collision will also be more accurate. Changing the level influences and updates the "Cell Size" value found in the "Volume" section. In most cases, the calculated value provides the best balance between simulation speed and accuracy. If want to control "Cell Size" manually deactivate the associated "Auto" checkbox.

Continuous Collision Detection

This option prevents particles from going through thin objects such as glasses, planes. etc.:

  • When an object is in "Shell" mode (see "Volume Mode" below), "Continuous Collision Detection" is active by default. 
  • If the object's "Volume Mode" is "Solid Inside" or "Solid Outside you have to deactivate "Auto" and check "Continuous Collision Detection" manually.

Interaction

Friction

A value of 0.0 creates absolutely no friction and a perfectly even surface. Higher values can even stop particles from moving. This parameter accepts all positive between 0.0 and 1.0.

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With 10, for example, particles within a distance 10 units (depends on the actual scene 's scale) from the object's surface are will be affected by parameters like "Friction", Bounce", etc. The value is calculated automatically based on the "Collision Geometry Detail" level. For manual control uncheck "Auto".

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  • "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, but it is watertight.

By default, "Volume Mode" is determined automatically by analyzing the object's geometry, but this test is not always reliable. For manual control uncheck "Auto". If you can see leaking particles in conjunction with thin or single-walled objects please consider activating "Continuous Collision Detection".