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Simulating fluids

From: Blender Essential Training

Video: Simulating fluids

Fluids are an awesome thing to have inside Blender and I'm very happy that we have an awesome and a great fluid simulation system. Fluids are all around and they are essential to any time you are creating any kind of flowing water or a river or the gigantic tide coming in and washing away the island, you name it. So to get started, we only have a certain amount of time and so we need to create what's called a domain. And a domain is an area in which the Fluid simulation will occur.

Simulating fluids

Fluids are an awesome thing to have inside Blender and I'm very happy that we have an awesome and a great fluid simulation system. Fluids are all around and they are essential to any time you are creating any kind of flowing water or a river or the gigantic tide coming in and washing away the island, you name it. So to get started, we only have a certain amount of time and so we need to create what's called a domain. And a domain is an area in which the Fluid simulation will occur.

And I'm just going to go ahead and create a huge cube. Usually the domain is just a cube. But it sets the limits and if the fluid happens to get outside these limits, it's just going to splash up against the wall and it won't go any further. It won't go outside that domain. So to name the domain we want to go ahead and just the change the name to Domain here and designate it as such by coming over here to our Buttons window and selecting the Object, Physics buttons, and go ahead and minimize these.

And so now we just enable Fluid. Now we have kicked in the whole Fluid simulation system inside Blender. And let's mark this selected cube as The Domain. Now this domain will later actually become the fluid shape that occurs, so don't get wigged out when this thing disappears later on. We have four sets of settings to control the fluids essentially, all we need to remember is that the Resolution here is the primary driver in how long the simulation is going to take, and what kind of good quality results you are going to get.

We have two modes, we have a Preview Mode that we see and 3D view, and then we have a Final Mode that's computed when we actually do the final rendering. So you can preview in a very low resolution here. Let's say 10, and while that gives you a rough idea of what it's going to look like in the Final render, it doesn't give you an exact depiction. It just helps you take less time to run through the simulation. We can also reverse the Fluid simulation once it's done. So you can kind of simulate fluid being sucked up into a straw, if you want to just run one simulation where the water flows out the straw and into a puddle or something like that, then by reversing the frames, and the fluid will appear to suck up into the straw.

Lastly, we want to make sure that we have a path to our local and valid directory to store a whole bunch of information about this simulation. And we want to have saved our blend file somewhere on our hard drive, so that the simulation knows where to put some temporary working files. The next thing we need is some fluid. So let's go ahead and add a ball of fluid in the shape of an Icosphere. And we are going to name this Fluid.

And this is the initial or the starting shape of the fluid, and this shape needs to be inside the domain. If it's outside the domain, it will just kind of like puddle up there on the outside of the domain and look funky. This needs to be part of the Fluid system as well. Go ahead and mark it as a Fluid. Now it can also be an Inflow or an Outflow, in which case, Inflow is like fluid coming out of a faucet, and it just flows out for a long period of time; or it can be an Outflow which is like a drain, and then the fluid drains out, or it can just be fluid ball.

We can give the fluid ball some Initial Velocity in the X Y or Z direction. So if like this was a water balloon, we can give it some Y direction like it's being chucked across the room. Lastly, it's always cool to have something other than in a visible box for the water to run into. So we can let's say down here, let's go ahead and add river stone. So we can take an Uvsphere and stretch it out in the X direction. Maybe squash it a little bit in the Z direction, and then put it at the bottom.

Also helps to, in top view go ahead and add a Plain. That will function as the floor or the table. Let's say that this is on. Go ahead and scale that up. And from side view, make sure it's down the bottom of the domain. And then that way it will look like it's hitting this plain. To start simulation, we want to go ahead and save our file and click Bake. When you do that at the top of your screen, you'll see a little Blender icon right next to the scene, and it will go from red to yellow to green as it progresses through.

And it's computing the shape of the mesh. That should be the fluid globule for each frame of your animation. Finally, when it's done then. We can come back over here, go back to frame 1, and when we zap back to frame 1, the domain disappears like I promised, and you are left with this fluid glob. And as you go from frame to frame it falls down, because it's under Gravity, and hits the rock let's say and splatters into different pieces.

The higher the Resolution, the better quality results. And you can rerun the simulation until you get some really good results that look accurate, and like that, down to the microscopic level if you want, and then when you have the results and everything setup the way you wanted, then you click Bake, and that performs then the final simulation that you can then use in your animation. So that's the basics of settings up a Fluid Simulation in Blender.

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This video is part of

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Blender Essential Training

131 video lessons · 25303 viewers

Roger Wickes
Author

 
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  1. 12m 5s
    1. Welcome
      1m 16s
    2. Using the exercise files
      58s
    3. Using Blender's full capabilities
      4m 16s
    4. Getting and installing Blender
      3m 8s
    5. Mouse and keyboard differences on the Mac
      2m 27s
  2. 1h 6m
    1. Blender oddities
      7m 38s
    2. Introducing the User Interface, Console, and Render windows
      3m 8s
    3. Configuring the desktop for an efficient workflow
      6m 27s
    4. Using the mouse and tablet on a PC or a Mac
      5m 7s
    5. Acquiring keyboard skills
      7m 38s
    6. Window panes and types
      7m 53s
    7. Exploring the default scene
      5m 53s
    8. Setting themes, UI colors, and user preferences
      4m 0s
    9. Understanding how to safeguard your data with autosave and backups
      6m 52s
    10. Appending and linking assets
      7m 27s
    11. Using the open-source movies and assets
      4m 18s
  3. 2h 7m
    1. Working with objects in 3D space
      6m 24s
    2. Navigating 3D views
      4m 23s
    3. Understanding Blender modes
      1m 51s
    4. Understanding meshes
      2m 8s
    5. Editing a mesh
      3m 28s
    6. Using the Mirror modifier
      2m 55s
    7. Working with Vertex groups
      2m 35s
    8. Using Bézier curves
      3m 52s
    9. Working with text objects
      5m 23s
    10. Using reference images
      3m 38s
    11. Modeling boots by extruding circles and joining meshes
      8m 59s
    12. Applying the Mirror modifier to duplicate the boot and rotate
      1m 58s
    13. Modeling a helmet with NURBS and the Boolean modifier
      7m 14s
    14. Modeling a belt and pants by making a compound object from multiple primitive objects
      3m 51s
    15. Modeling legs by using edge loops and the Knife tool
      6m 9s
    16. Modeling a chest and arms using edge loops
      5m 30s
    17. Stitching the shoulders and neck
      5m 13s
    18. Modeling hands with the Proportional Editing tool
      9m 4s
    19. Linking vertices to create knuckle joints
      4m 7s
    20. Reinforcing modeling basics to create the face, eyes, nose, and ears
      13m 6s
    21. Appending and linking assets
      3m 54s
    22. Sculpting basics
      3m 3s
    23. Using the Subsurf modifier to smooth
      2m 34s
    24. Parenting
      2m 7s
    25. Working with groups
      2m 1s
    26. Understanding the endless possibilities for editing mesh with modifiers
      2m 37s
    27. Duplicating objects using the Array modifier
      1m 54s
    28. Modeling a set
      7m 52s
  4. 39m 41s
    1. Lighting overview
      4m 25s
    2. Using the Omni lamp
      4m 50s
    3. Working with the Area lamp
      2m 57s
    4. Using the Spot lamp
      4m 9s
    5. Using the Sun, Sky, and Atmosphere lamps
      4m 51s
    6. Using the Hemisphere lamp
      2m 3s
    7. Working with Ambient and Radiosity lighting
      7m 34s
    8. Lighting with three-point and other multipoint lighting rigs
      5m 30s
    9. Understanding shadows
      3m 22s
  5. 1h 21m
    1. Realism overview
      2m 56s
    2. Creating a world in less than seven days
      6m 36s
    3. Applying ambient occlusion
      3m 47s
    4. Working with basic materials
      3m 24s
    5. Working with node materials
      4m 27s
    6. Applying Pipeline options
      2m 51s
    7. Painting vertices
      3m 13s
    8. Using shaders
      7m 59s
    9. Using mirrors
      4m 41s
    10. Working with transparency
      4m 28s
    11. Using halos
      2m 40s
    12. Simulating with Subsurface Scattering (SSS)
      4m 26s
    13. Applying textures
      9m 34s
    14. Mapping image textures to an object to create a decal
      4m 19s
    15. UV unwrapping
      4m 54s
    16. Applying multiple materials to a single object
      3m 31s
    17. Painting in 3D
      4m 14s
    18. Using bump maps
      3m 14s
  6. 1h 25m
    1. Understanding animation
      4m 14s
    2. Keyframing objects
      6m 15s
    3. Keyframing materials
      3m 14s
    4. Creating Shape keys
      2m 28s
    5. Creating Facial Shape key animation using reference video
      2m 12s
    6. Animating by combining Shape keys
      2m 53s
    7. Working with lattices
      3m 37s
    8. Using hooks
      1m 30s
    9. Working with Vertex groups
      2m 33s
    10. Creating armature objects
      3m 44s
    11. Mirroring armatures for bilateral creatures
      3m 43s
    12. Attaching mesh to the armature by way of skinning
      5m 7s
    13. Posing a character
      4m 43s
    14. Using inverse kinematics
      4m 29s
    15. Creating a walk cycle with inverse kinematics
      6m 34s
    16. Completing the walk cycle
      3m 49s
    17. Limiting range of motion and degrees of freedom
      3m 47s
    18. Managing actions using the Action Editor
      3m 52s
    19. Blending actions together using the Non-Linear Animation Editor
      4m 34s
    20. Tracking
      3m 2s
    21. Following a path
      2m 21s
    22. Mimicking an existing animation
      3m 47s
    23. Using the grease pencil
      2m 56s
  7. 50m 43s
    1. Understanding particle systems
      2m 20s
    2. Working with game engine physics
      3m 52s
    3. Spewing particles
      7m 25s
    4. Guiding particles
      3m 43s
    5. Creating reactions and collisions with particle systems
      3m 15s
    6. Creating hair and fur
      4m 25s
    7. Grooming hair and fur
      3m 26s
    8. Jiggling and squishing soft bodies
      3m 43s
    9. Simulating cloth
      6m 10s
    10. Simulating fluids
      5m 47s
    11. Using boids to simulate swarms, schools, and flocks
      6m 37s
  8. 21m 29s
    1. Using Render controls
      6m 18s
    2. Radiosity
      3m 31s
    3. Stamping text on video
      2m 32s
    4. Setting up test renders
      4m 43s
    5. Rendering image sequences
      4m 25s
  9. 1h 5m
    1. Viewing node thumbnail images on certain Macs
      1m 31s
    2. Overview and integration
      2m 12s
    3. Render passes and layers
      4m 27s
    4. Using Input nodes
      6m 22s
    5. Using Output nodes
      3m 54s
    6. Working with Color nodes
      4m 29s
    7. Color mixing and layering
      3m 27s
    8. Using Distort nodes individually and in combination
      7m 15s
    9. Using Vector nodes
      6m 46s
    10. Creating effects with Filter nodes
      8m 49s
    11. Using Converter nodes
      6m 7s
    12. Chroma keying with Matte nodes
      6m 15s
    13. Understanding node groups and reuse
      4m 17s
  10. 38m 43s
    1. The Video Sequence Editor (VSE)
      11m 47s
    2. Integrating audio
      3m 31s
    3. Using VSE Greenscreen and other plug-ins
      5m 40s
    4. Integrating the Compositor with the VSE
      7m 50s
    5. Layering and splicing video
      6m 18s
    6. Speeding up and slowing down sequences
      3m 37s
  11. 5m 26s
    1. Putting it all together: Captain Knowledge visits lynda.com
      5m 12s
    2. Goodbye
      14s

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