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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.

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"Cohesion" is a force of attraction between nearby particles. With particle streams you will get a look similar to toothpaste or thick paint coming out of a tube. Any value between 0 ans 1 is accepted. The substeps and iterations settings in RealFlowthe "Scene" node's → "Simulation OptionsSolver" tab influence how this parameter acts on the particles.

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

Compute Vorticity

Vorticity hardly contributes to a fluid's behaviour and is therefore 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.

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