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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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