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Creating Fluid Simulations
Topics in this section
- Creating a Liquid Simulation
- Creating Foam
Create bubbles, foam, and spray effects by adding foam particles to your liquid simulations. - Using Colliders
Colliders act as obstacles to the flow of a simulation. You can use colliders to form barriers, create basins, or create waves and splashes. - Using Kill Planes
Use kill planes to delete unwanted liquid or foam particles from your simulation. - Using Channel Fields
Use channel fields to modify the values of voxel or particle channels in a fluid simulation, such as the density of the liquid or foam. - Using Motion Fields
Use motion fields to influence the velocities of liquid and foam. - Generating Meshes
The surface of any liquid simulation can be expressed as a standard polygon mesh. Automatically added to the scene whenever you create a simulation, the mesh has no polygons until the component is either solved or automatically generated for the current frame. Solving a mesh is typically the last step before rendering or exporting. - Creating Guided Simulations
You can guide a liquid simulation using a polygon mesh. This creates a detailed, high-resolution simulation that is restricted to the top surface layer to reduce memory and computation time. Guides provide an efficient method for simulating the behavior of oceans and other large bodies of liquids. - Working with Fluid Loader Objects
Use Fluid Loader objects to load multiple cached fluid simulations which can be transformed, offset, and assigned materials. - Rendering Fluids
You can render a fluid simulation using many different renderers. Most require a cached or dynamic mesh in order to process a result.
Parent topic: Fluids