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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 material's mass and therefore depends on “Density”, too:
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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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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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