Fluid : Fluid Liquid SPH

This is the place where the type of fluid/material is defined together with its properties.

 

 

All fluid containers inside the field will be affected by the fluid currently selected.

  • Connections to other containers can be established by clicking on "Add". From the appearing list you can choose other nodes.
  • To break a connection select one or more containers from the field and click "Remove".
Fluid Type

There are six different types of fluids and materials. 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:

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

This parameter is defined as mass per volume unit and is different for each substance. “Density” does not change the fluid's behaviour, but it is possible to mix fluids from different domains. This way you are able to simulate substances like oil and water. The unit is kilograms per cubic metre. The density of water is 1,000 kg/m3. Avoid very small values close to 0, because they can lead to instabilities.

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.

Compute Vorticity

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

Int Pressure

“Internal Pressure” simulates the forces between nearby particles and pushes them apart - this makes the fluid fill a greater volume. This parameter accepts any positive value ≥ 0.

Ext Pressure

“External Pressure" tries to limit a fluid’s expansion tendency and can be compared to atmospheric pressure. Particles tend to "stick" together with higher values. This parameter accepts any positive value ≥ 0.

Viscosity

Substances with very high viscosity are honey, tar or syrup, for example. Fluids with low viscosity are alcohol, many solvents or liquid gases. The default value of 3.0 describes the viscosity of water. You can enter any positive value and 0.

Surface Tension

A fluid's tendency to contract and create drops and tendrils is increased with higher settings. You can enter any positive value ≥ 0.

Vorticity Boost

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, but there is no limit.