Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

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

Not all materials are able to interact. For a complete list of possible interactions please visit → this page.

Resolution

With this setting you can change the amount of particles, . “Resolution” mainly depends on scene scale and emitter scale, but it also affects the fluid’s material's mass and therefore depends on “Density”, too:

  • With “Resolution” set to 1.0, a volume of 1 m x 1 m x 1 m filled with contains exactly 1,000 particles.
  • The parameter accepts any positive value.

...

To get a more turbulent and water-like fluid, increase this factor, but try to avoid very high values (unless necessary), because they can completely distort the fluid. In many cases, values between 1.0 and 50.0 produce good results. Any positive value is accepted, including 0.

Damping

Damping smoothens the relative velocities between nearby particles. A small amount of damping helps to stabilize a simulation, while higher values introduce viscosity to the material. The range goes from 0 to 10.

Compute Vorticity

Vorticity channel computation is disabled by default to improve performance. Activate this option before the simulation starts if you need it for → filtering or shading purposes.

Max particles

Please enter a value to stop emission at a certain amount of particles. "Max particles" is based on the total amount of emitted particles. Let's say you have entered "50,000". If there are currently 1,000 particles in your scene, but you have already deleted 49,000 particles RealFlow will stop the emission.

Damping

Damping smoothens the relative velocities between nearby particles. A small amount of damping helps to stabilize a simulation, while higher values introduce viscosity to the material. The range goes from 0 to 10.

Use Initial State

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

...