62 lines
2.5 KiB
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62 lines
2.5 KiB
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************
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Introduction
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************
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Liquid Simulations
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==================
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Fluid physics are used to simulate physical properties of liquids especially water.
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While creating a scene in Blender, certain objects can be marked to become a part of the fluid simulation.
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For a fluid simulation you have to have a domain to define the space that the simulation takes up.
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In the domain settings you will be able to define the global simulation parameters (such as viscosity
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and gravity).
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.. figure:: /images/physics_fluid_introduction_liquid-example.png
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:align: center
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Example of a liquid simulation.
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Gas Simulations
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===============
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Gas or smoke simulations are a subset of the fluids system, and can be used for simulating collections
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of airborne solids, liquid particulates and gases, such as those that make up smoke.
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It simulates the fluid movement of air and generates animated :term:`Voxel`
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textures representing the density, heat, and velocity of other fluids or suspended particles
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(e.g. smoke) which can be used for rendering.
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.. figure:: /images/physics_fluid_introduction_fire-example.png
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:align: center
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Example of a fire simulation.
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Gases or smoke are emitted inside of a :doc:`Domain </physics/fluid/type/domain/index>` from
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a mesh object or particle system. The smoke movement is controlled by airflow inside the domain,
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which can be influenced by :doc:`Effector </physics/fluid/type/effector>` objects.
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Smoke will also be affected by the scene's gravity and :doc:`force fields </physics/forces/force_fields/index>`.
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Airflow inside the domain can affect other physics simulations
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via the :doc:`Fluid Flow </physics/forces/force_fields/types/fluid_flow>` force field.
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Workflow
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========
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At least a :doc:`Domain </physics/fluid/type/domain/index>` object and
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one :doc:`Flow </physics/fluid/type/flow>` object are required to create a fluid simulation.
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#. Create a :doc:`Domain object </physics/fluid/type/domain/index>`
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that defines the bounds of the simulation volume.
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#. Set up :doc:`Flow </physics/fluid/type/flow>` objects which will emit fluid.
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#. Set up :doc:`Effector </physics/fluid/type/effector>` objects to make
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the fluid interact with objects in the scene.
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#. Assign a :doc:`material </physics/fluid/material>` to the domain object.
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#. Save the blend-file.
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#. :doc:`Bake the Cache </physics/fluid/type/domain/cache>` for the simulation.
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.. note::
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There are :ref:`Quick Liquid and Quick Smoke <bpy.ops.object.quick>` tools
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which will automatically create a domain object with a basic liquid or smoke and fire material.
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