I am trying to do a water simulation. I have a small cup that I have created in blender (as an obstacle) and my water source (just an oval). My domain box is large enough to encompass both the glass and the water source:
I am using the default blender renderer. I have the cup setup as a collision for a water simulation and I have the sphere inside of the cup set as a fluid in a fluid simulation. When I bake the scene, here is what I get:
You can see from the render view that the "final" quality bake has less "escaping" water. To preview that in your viewport without rendering, change the "Viewport display" dropdown to "Final." The downside of this is that it may slow down your viewport.
A follow up on 00Ghz answer, I would recommend turning up the resolution of the fluid mesh. It looks like some of the water is coming through, simply because it's so low res(it'll also improve collision detection).
One other thing you might try is to increase the real world size of the domain. Larger volumes of water tend to appear more settled, especially at a relatively low resolution. It might not fix everything, but it should help.
But there is a nother thing that you might do, that is bake it all on a larger scale (for domain scaling dont drag but use S + x and type a number same for y and z) the reason domains work better on normalized numbers. Do this before you set it to act as a domain.
If you do it later, then remove cash files and re-asign it again the fluid domain role.
When you have baked it on a large scale then with the final bake result
You can go go to object properties (that small yellow cube in the tab menu) then overthere you can scale it down again.
This can be nice if you want much smaller water resolution, then the defaults of this tool.
After that change the Flow Type to the Liquid, because that is the one that we want to deal with. Also change the Flow Behavior to the Inflow option that will add fluids to the simulation.
Changing Resolution Divisions to a 100 resulted in a really nice simulation quality that you see below. By far has most details and small droplets everywhere from liquid hitting the ground and walls. But it was very slow compared to the others. Though people usually go even higher for final renders.
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Hello SU peeps. I have been using SU for several years. I am now needing to simulate water! Now, first off, I do not mean RENDER water. I understand there are several good plugins for rendering water. What I need is to simulate water and how it interacts with the surrounding objects.
i.e. rain hitting a roof and showing the water flow across the surface and collect in valleys, gutters and applicable roofing structures, drip through holes, etc. This action does NOT need to be rendered.
I am working with a forensic architect making animations for him and they have been really cool and successful. However, they are now wanting to show the effects of water intrusion and interaction with improperly constructed buildings. Thus, the water simulation.
It sounds like you could achieve what you want by modelling the water in several stages of outflow and using scenes to show them sequentially. You could even animate them if you wanted. All inside of Sketchup.
I may have misunderstood the requirements. The OP makes it clear that verisimilitude is not required and that he is working with a forensic architect. So I guess the question that needs answering is this: does the OP merely require a rough and ready means of depicting a process (perhaps to illustrate a document that describes the process), or does he require something that actually simulates water flow dynamically? Obviously, the latter is very much more testing and also requires great accuracy in modelling the underlying structure. Get the falls slightly wrong and your conclusions about water flow will also be wrong and Mr Forensic will have egg on face!
You could model certain elements of the water as components. For example, a water drip, a vertical water flow, a horizontal water flow, etc. Then you have a roof or gutter over which, or onto which, they fall or flow. If you wanted to simulate rain, you would need a lot of drips in lots of different places. Using scenes, you could show the different positions of the drips or of water flow elements. Stringing them together would give an animation.
A few weeks ago, I explained how to create a water simulation in Blender. Following that project, I wanted to continue learning the fluid simulator, Mantaflow, by playing with liquids that have different viscosities.
The idea is to have some objects in blender that mirror the world geometry in the scene, do a fluid simulation in blender to create the fluid mesh flowing over the objects, then export that animated mesh into UE4 to play the fluid flowing through the scene.
What I would suggest instead is to rely on a more texture-driven approach. You can set up some static geometry to represent the water and then in UE use animated shaders to drive the water texture and displacement. If you set up the UV maps properly you can get the feeling of water flowing around objects and such. Particle emitters in the correct places can give you your splashing effects.
Totally different approach, but if the player is going to be in a fixed position during the event could you actually render the scene in stereo with 360 degree cameras in blender and set it up so the player can look around and get the depth perception effect like you want, but everything would be 100% pre-baked.
For something like a Dam breaking you are going to need a mix of lots of small particulates, and large volumes of more foamy looking surfaces. The larger surfaces you could create with a morphTarget/Skeletal mesh/simulation exported, and then mix mesh emitters and tons of GPU particles with depthCollision and velocity grids to add natural motion.
I set up a fluid simulation using this tutorial: know that this tutorial is for an older version of Blender, but the buttons and controls are still right there. I made sure to make my object an obstacle, but when I 'bake' the simulation, the liquid falls right through the object.
In Blender any object that is used as an obstacle for a fluid simulation needs to have a thickness. So yes, you are correct the fluid flowing through your obstacle is a result of it being just a plane. Extrude a thickness and you should see your desired result.
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