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Obstacle Object Settings
Obstacle objects are solid objects for the fluid to interact with. Obstacle objects must be Blender mesh objects and must be Manifold in order to work correctly and predictably within the FLIP Fluids simulator. If the mesh object is animated, the mesh must not change topology between frames. This means that the mesh vertices are always connected to the same neighbouring vertices.
|Enable||Whether the object will be present in the simulation.|
|Friction||The amount of friction between the fluid and the surface of the obstacle.|
|Whitewater Influence||Scale the amount of whitewater generated near this obstacle by this value. A value of 1.0 will generate the normal amount of whitewater, a value greater than 1.0 will generate more, a value less than 1.0 will generate less. This parameter is also displayed in the Whitewater Panel.|
|Expand||Expand the obstacle mesh by this value. If the obstacle mesh is composed of multiple mesh pieces, each piece will be expanded separately.
TIP: This setting can be used to prevent fluid from slipping through small cracks between obstacles, such as in fractured objects. Only a small value should be needed (e.g. 0.05).
|Inverse||Turn the object 'inside-out' within the simulation. The inside of the object will become hollow while the outside will become solid.|
|Export Animated Mesh||Export the obstacle object mesh as an animated one.
TIP: Animated objects can be slower to export, so use this option only if necessary, such as for armatures or parented objects. Objects with keyframed position/rotation/scale do not require this option to be enabled.