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  • To link the "Fluid" node to a different scene tree dragging the appropriate "Scene" node to this field 
  • Furthermore you have direct access to the selected "Scene" tree's → "Solver", → "Cache", and → "Display" tabs. For descriptions of these parameters follow the links.
  • Quick access to the "Solver" settings comes in handy when you work with Dyverso materials (granular, viscous, viscoelastic, rigid, elastic).

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There are six different types of fluids and materials - and they are able to interact. All types, except "Dumb", are → GPUare GPU-accelerated:

  • "Dumb” particles are often used for spray or foam. These particles cannot react with each other and do not have the characteristic fluid properties, but they are simulated very fast.
  • "Liquid - SPH" is a very accurate fluid solver.
  • "Liquid - PBD" is a very fast fluid type (faster than “Liquid - SPH”).
  • "Granular" is suitable for substances like sand or snow.
  • "Viscous" fluids are suited for substances like caramel, yogurt, oil, or lava.
  • "Viscoelastic" is the choice of materials such as rubber, caoutchouc, silicone, or "memory foam".

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The substeps and iterations settings in the "Scene" node's → "Solver" tab influence how this parameter acts on the fluid.

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A fluid's tendency to contract and create drops and tendrils is increased with higher settings. You can enter any positive value. The substeps and iterations settings in the "Scene" node's → "Solver" tab influence how this parameter acts on the fluid.

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Initial states can be created and activated/deactivated individually for each "Fluid" node (also see → "Initial States"). When

  • enabled the initial state will be used
  • disabled the initial state will be deactivated temporarily.

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