@@muhammedserifkorhan5617 You are absolutely correct. But I tested it in 2.93 and it works exactly same, they did not change the mantaflow. The title is to inform the user up to which version this tutorial is correct & relevant. The recording version is not important I guess. By the way, thanks for watching 💝
@@5MinutesBlender Hi, I would really appreciate it if you respond, but... It's not working. I'm not using that exact object, I'm using a cylinder, that I cut out one of the faces to make a cup. To round it, I added a 2 subdivisions, but I'm wondering if that's the problem. My liquid ignores my boundaries and uses it as if the cylinder is just a cube, and sometimes, randomly, it acts as if I haven't changed the fluids. Any solves? Also, how do I make a cup? Sorry for the lengthy comment.
THANK YOU SO MUCH!!! I am working on a short 3d ad for a friend of mine for his coffee shop and this is the only reliable video I found on the internet. Ur a legend!
I love your tutorials, i don't understand english properly but i think you are one of the best teacher ever, because you just catch only point and teach that very easyly,thanks again 🥰🥰🥰
Great tutorial, only one thing was a little bit of a problem was when the size of the flow object is too small I had to make it bigger for the water to come out.
Yes. A small size flow object will work only if you increase the resolution divisions of the domain object. You may need to use really higher values before you can see it working. But with very high resolution divisions, the machine can break unless it has sufficient RAM. So a trade-off is necessary.
Thanks for the video bro, one thing that I want to say that if you use your own voice it would be much better for audience and they will appreciate it.
Your video is very good. Searching, I found your video and learned one more detail in Blender. I'm from Brazil. I want to know how do I mix 2 liquids? As if it were a mixture of a coloring. If you can explain it to me, thank you for your attention.
Glad that you liked our tutorial! For multiple color liquid mix, you can refer to a similar tutorial here 👉 ua-cam.com/video/RMUjrTHR8NA/v-deo.html Although it is about smoke, a similar method can be adopted in order to create a mix of two different liquids within a single domain box.
Hi, to be very honest, fluid simulation in Blender is not fully perfect. When the fluid velocity is relatively high, some particles would always pass through. You can somewhat minimize this by increasing the subdivision of the effector object so that it has a dense wireframe. I could create only reasonably good animation, but not perfect as per physics. I would call this a limitation as of now.
You can do it in two ways. 1) Add a fluid source object (Inflow type) in the bottle, it will pour wine into the glass. Also add an Outflow object in the bottle which will "suck out" the wine and reduce the wine level in the bottle as it pours inside the glass. 2) Otherwise model your bottle as a fluid effector and pre-fill it with wine. If you now tilt it over the glass, wine will automatically get reduced in the bottle and pour into the glass. This method is more perfect than the first one, but a little more difficult to implement.
You will need to set the propeller as an effector, and for better results, you should use a higher resolution divisions for the domain object. As the propeller moves inside a liquid say water, the liquid will get displaced, creating splashes of water. You can get some ideas from this tutorial 👉 ua-cam.com/video/38eiWHtw-ps/v-deo.html Although it is not exactly about rotating mesh, but the physics will be somewhat similar to that.
You can change the size of the flow object to control the amount of flow. With bigger size of the flow object, the amount of flow will increase. This tutorial can definitely help you 👉 ua-cam.com/video/yKTQSPG_mgA/v-deo.html Please also remember that the size of the flow object is closely related to the domain size and the domain resolution. With higher domain resolution, the fluid will display finer details and it will be more realistic, but the amount of fluid will reduce. With bigger domain size, you need to have a higher domain resolution as well. So ultimately you need to arrive at an optimum combination of these three factors for the exact amount of fluid you need.
😂😂 There I meant to say that one should already know the basics of fluid simulation in Blender, before going through this tutorial. And if someone is absolutely new, we have another tutorial where all the basic concepts in a fluid simulation are discussed. The link is given in the video description. Hope that helps 🌚
It can be an easy task, by tactfully using one limitation/bug in the fluid simulation 😉 Use a flat surface instead of the bowl shown in this tutorial, it will work as your ground. Make it thin and set it as the Fluid effector. Unless you use very high resolution division and your effector is thin, you'll notice that some fluid is getting leaked through the effector. This will ultimately create the absorption effect you need. With time, the entire liquid will get leaked through the ground. Try it!
You can, but the results may not be very interesting. The export function does not yet work smoothly across multiple animation software. They have different ways to represent a particle system, different ways to handle material properties or modifiers. So the look & feel and the particle-based animation will look very different in the best case, and it won't at all work in the worst case. But anyway, try to bake all your animation before you export. I will be very conservative in my expectation in what will work across these export utilities. All the best.
I can get everything to work but when I render it, the liquid pouring disappears as soon as it crosses the visual boundary of the bowl. I can still see it start emitting and pouring down until it pours "inside" the bowl, then disappears. The shadows show it moving inside, but I cannot see the liquid in the bowl. The transmission values are all good. It seems to work when I change blend mode to opaque instead of alpha blend for the domain (liquid). Any idea?
I have experienced this issue sometimes. I think a transparent or semi-transparent material behind another semi-transparent material does not work correctly. However, I also discovered that the viewing angle plays an important role here - the camera location along with the light can be an important factor. So until the original problem is solved, you can adjust the camera angle for the desired effect.
thank you sm for the tutorial!! i'm making a champagne tower yet the water still leak thru the bottom of those cocktail glasses. i don't want to make them thicker tho so i checked is planer for the collision and 256 for the division settings, yet it still leaks a bit and what's more, after the fluid filled the glass it heavily bounce upward and splashes. how to make it right like a real champagne tower...😂thx again!
ugh i changed to apic it looks better but still moving upwards a bit after it's filled... also if i want to the liquid pouring down faster which value should i change? thx!
@@55woo88 Probably you can play with the viscosity field to make the liquid less "bouncy", but use a very very low value because it picks up very fast and turns water into gum. And for faster pouring, you can increase the source volume (i.e. the size of the flow) or just increase the gravity field to add more downward force artificially or you can also adjust the simulation speed (fluid simulation only) higher to speed up the pouring scene. I would go for this last option.
@@5MinutesBlender thanks for the reply! i baked the mesh it looks..emm.. fine i guess but those water drops are kinda big so i changed the particle radius from 1 to 0.7... then it doesn't pour all the way down to the bottom glass... 0.8 is fine it pours down but i dnt think there's much difference for the water drops. also there's one more thing, while pouring from the inflow from the top, in the center of the first top glass the liquid kind of acts like a fountain it bounce back in the middle a bit(that's why i dont dare to speed up too much). i have no idea what values to adjust to make a better combination... not sure if i make myself clear tho but thx again:)
@@55woo88 Yes I understand what you meant. Actually in reality, water does bounce from the bottom of an empty glass if poured from a height. It is not abnormal if within limits. But we can artificially make it more eye-soothing. Add some invisible water (or champagne for your case) in that glass beforehand so that the liquid does not hit the bottom of the glass directly, it will fall on that existing liquid. Then it should not bounce heavily. That existing liquid should be very small in volume and it should have a transparent material so that nothing is visible to the viewers). There are more ways to fake it, you can opt whatever looks best or easy.
yes i did that! now the only problem is it still has large water drops after i meshed it...(making some large glasses here.. one glass is 2m tall....)and the division is 256 particle radius is 0.8.. tried some different combinations but still didn't get a better result.
Hi, is it possible to make fluids intearct with normal maps? Say, I have a plane that has a normal map with bumps and what not. Can I make fluids follow it?
Technically yes. You can setup the plane (with bumps applied as displacements) as a Fluid Effector, and the fluid will interact with it. But in reality, getting this actually work to a satisfactory level may become tough. You'll need to use a domain resolution of 512 or even higher, which is insane! If the bumps are big in size, you can expect a better result with a lower resolution.
Yes, you can do that in several ways. The easiest one is, select the Flow object (your tap), and in the physics tab, you will get one field named as "Use Flow", which you can keyframe. Let us say you want the flow to stop after frame 200. So enter a keyframe for this field at frame 200 with that checkbox selected. Then at frame 201, deselect that checkbox and again insert a keyframe. So the liquid will flow from the tap till frame 200. From 201 onward, there wont be any new flow. But the existing fluid that has come out already, will still remain within your domain object as usual. I hope that helps.
Hi, you need to bake the mesh after baking the fluid. It is a 2 step process. Unless we execute Bake Mesh, the domain object will look like a standard large cube. Please watch our foundation tutorial on fluid physics to understand it from the scratch 👉 ua-cam.com/video/UHqh-Pe5WXI/v-deo.html
Hi, you need to bake the mesh as well, after baking the fluid simulation. Once you bake the fluid, expand the Liquid sub-section, you'll see a section called Mesh. Enable this, and underneath there is a button called Bake Mesh. Use this to bake the mesh as well. Then if you render, you will get to see the actual liquid, the domain mesh won't be visible, it will be replaced with the liquid. Please let me know if this solves the issue.
@@5MinutesBlender hey, thanks for replying. But the problem was that, int the 0th frame the cube domain mesh can be seen, but once it has passed 1st frame, the mesh rids of the cube and is now the fluid
Okay, usually we start the animation from 1st frame. So the bake defaults to 1 for the start frame number, and 250 for the end frame. But you can change this. If your animation starts from frame 0, please change the start frame number to 0 in the bake section (under cache). Basically, any frame outside the bake range will show the domain cube. Within the bake range, it will display the fluid (after baking). I hope this helps.
The scales of the flow object, domain, and the effector are closely related to the domain resolution. The combination should be correct in order to get a perfect result. The scales that we used are as shown in the tutorial. I am confident that you will easily discover what scale works best for your scene. Ideally your objects should follow the real world size. But then you may need to use a higher domain resolution for the correct output.
im not sure you know what roblox is but it would really help if I knew how to make a star wars armor or any armor to fit the roblox block character or just a tutorial on how to make helmet.
Can take up these ideas for some tutorials in future. But may not be very soon. We are now exploring various simulation techniques in a series of tutorials. Thanks for your visit here!
@@c_06c Yeah 😃 That will be very cool! I am onto it right away after the next few tutorials which are scheduled, are published. Big thanks for this nice suggestion 🤝👍
Hi, let me understand this better. Did you bake the fluid? Also, at which step in this tutorial are you getting a different result - can you share the timestamp, so that I can roughly understand where exactly you are stuck?
@@5MinutesBlender firstly i thank you for answer! . l followed step by step the video but i don't know why I couldn't to make. Finally i again installed the blender .
@@minos760 Okay. Was it resolved after reinstallation? If not, can you please send your blend file to us so that we can look into it and figure out what is happening? You can get our email ID in the About section of this channel. Thank you!
I am trying to make a flooding room, however even with the fluid Resolution Division at 96 it still sat quite a distance from the walls and floor.. Do you have any tips i could use to fix that?
I don't want to make you sad, but 96 is at the lower end when it comes to resolution divisions for perfect effectors in fluid mechanics. People use 256 or 512 for a more realistic effect. Otherwise you'll get that kind of gap between the effector and the fluid. One way to overcome this is to fake an effector. But if you just have a room to fill with water, you do not need effector. Just use the room as the domain, then there should not be any such gap. Anyway, just in case you are using an effector, what you can do is, use a second effector (fake) for the baking purpose. Resize this effector such that the fluid comes very close to the original effector. Now bake the fluid physics with this second effector. Then hide it. Render the scene with the first effector. That will give you quite realistic output with low resolution divisions.
Yes, very much. There is a tutorial lined up for release within 2 weeks in this channel, on a similar topic (milk in place of water). You can get the basic idea from there and implement it for another object like a phone in water.
You can clear the cache from the Free Data button after baking. You can make some changes in the Domain Resolution, it usually resets the cache. Sometimes, for some reasons, your cache may just not go away, whatever you do. In that case, you may need to physically delete the cache files from your system's file manager.
If you have turned on the fluid options correctly in the physics tab for the domain object, it should not show up as a solid box. If you can kindly send your blend file to us, we can check what is exactly causing this issue. You can get our contact details (Email ID) in the About section of this channel. Thanks!
@@warriorsfg Can you please send your blend file to me, so that I can check and suggest what is missing? You can get our contact details (Email ID) in the About section of this channel. Thanks!
Please check the domain resolution and increase it if needed. Also please check that the cache is clear. Sometimes Blender just keeps the old cache and despite all your trials it may not work correctly. Clear the cache and bake it, it should work.
Hi, the blue dots are only for the viewport (so that you know what is happening with the fluid, you can design your scene accordingly), they do not display in the rendered output. In the render, you get the same material that you have setup for your fluid domain. I am not sure whether the fluid is not generating at all in your case, or whether the fluid is there but the blue particles are missing. This is our second tutorial on fluid simulation with a focus on the effector. In case you are finding some issues with the basic fluid simulation itself, I request you to check our foundation level tutorial, we have explained the fluid simulation basics in this tutorial 👉 ua-cam.com/video/UHqh-Pe5WXI/v-deo.html
@@red_juan Sure! The domain object has a particle system attached to it. In the particles tab, there is a section called viewport display. That controls how the tiny particles display. And to see them after baking your simulation, the domain material should have some transparency. I hope these 2 things may be helpful for you.
@@red_juan Can you please send your blend file to us (our Email ID is given in the About section of this channel). I will check what is missing there. If there is anything wrong in your blend file, I'll find it out. But if the blend file works fine at our end, it might be some other settings on your machine, I can suggest on that as well.
If you liked this tutorial, please consider making a small donation, it will help us!
𝐘𝐨𝐮 𝐜𝐚𝐧 𝐬𝐞𝐧𝐝 𝐲𝐨𝐮𝐫 𝐝𝐨𝐧𝐚𝐭𝐢𝐨𝐧 𝐡𝐞𝐫𝐞 👉 donorbox.org/5-minutes-blender
hello I think you are using 2.92 not 2.93, I would appreciate if you change the title
@@muhammedserifkorhan5617 You are absolutely correct. But I tested it in 2.93 and it works exactly same, they did not change the mantaflow. The title is to inform the user up to which version this tutorial is correct & relevant. The recording version is not important I guess. By the way, thanks for watching 💝
@@5MinutesBlender No problem, you explained it very well, I will continue to support you
@@5MinutesBlender Hi, I would really appreciate it if you respond, but... It's not working. I'm not using that exact object, I'm using a cylinder, that I cut out one of the faces to make a cup. To round it, I added a 2 subdivisions, but I'm wondering if that's the problem. My liquid ignores my boundaries and uses it as if the cylinder is just a cube, and sometimes, randomly, it acts as if I haven't changed the fluids. Any solves? Also, how do I make a cup? Sorry for the lengthy comment.
Also, sometimes, when I scale the effector, it acts as if I didn't and leaves a huge gap between my "cup" and the fluid. Thanks!
THANK YOU SO MUCH!!! I am working on a short 3d ad for a friend of mine for his coffee shop and this is the only reliable video I found on the internet. Ur a legend!
Glad to know that you found it useful. Wish you all the best for your Ad project.
I love your tutorials, i don't understand english properly but i think you are one of the best teacher ever, because you just catch only point and teach that very easyly,thanks again 🥰🥰🥰
Hey thank you so much for your nice words 💝💝
Easily
this felt like rocket science trying to do this myself, thank you so much
Glad I could help! 😊
thank you, finally know why the liquid isnt close to the effector
Glad to hear that! Cheers!!
thanks for the insights. i have had trouble trying to produce a simple object dropped from above, splashing in water - this may help
Great tutorial! Straight to the point. Thanks!
Thank you for the appreciation 😊💝💝
Ohh you have to make the cache update, that worked for me, I have been looking for ages, you're a legenddd
Glad I could help. Cheers!
Thank you so much for this amazing tutorial. You explained the topic very clearly and I was easily able to complete my project
Great to hear that! Cheers!!
I'm subscribing forever
Thank you so much 💝💝
Thank you. Great video
Glad you liked it! 😊💝💝
OMG, man, thanks a lot!!!! all i need is the checkout "is planar" !!!
Glad it helped! Cheers!
Your voice is good and clear. Your video is best. Thank you sir.
Thank you very much! Wish you a very happy new year 🎉😊
@@5MinutesBlender ♥️
Thank you so much and God bless you ❤❤
Thank you too! 💖💖💖
Great tutorial, only one thing was a little bit of a problem was when the size of the flow object is too small I had to make it bigger for the water to come out.
Yes. A small size flow object will work only if you increase the resolution divisions of the domain object. You may need to use really higher values before you can see it working. But with very high resolution divisions, the machine can break unless it has sufficient RAM. So a trade-off is necessary.
@@5MinutesBlender Thanks for your feedback.
Very useful. The excellent tutorial for begginers.
Thank you so much bro 💝💝
You are great teacher 🙏🙏🙏 love from india 🥰🥰🥰
Thank you! 😃 💝💝💝
Great stuff!
I love you for this video
Thank you so much 😊💝💝
Your Video worked very well, Thank you So much Keep going!😊
Glad to know that you found it helpful 💚
It had really help for me!
Glad to know it helped! 😊
sp amazing tutorial ever
Dude, thanks, i just wanted to make a fire sprinkler, (a device of when it hits a certain temp, it will go off setting off water.)
Okay, that's nice. And are you asking for any suggestion or any help to do that?
@@5MinutesBlender no, already figured it out!
@@18436Melissa Great, would love to see what you built. If you publish it somewhere, do share the links so that we can look at your creation as well 👍
Please make all type of water,fire,explosion etc
Please check this, I hope you'll like 👉 ua-cam.com/video/PIUEP0HkzDE/v-deo.html and ua-cam.com/video/7tEGpHcEtgQ/v-deo.html
Nice tutorial, but I kind of find it funny when you say "please".
"please start the simulation"
Ha ha... 😂😂 point!
thank you man
Thanks!
Thanks for the video bro, one thing that I want to say that if you use your own voice it would be much better for audience and they will appreciate it.
thank you so much for this
You're very welcome!
Your video is very good. Searching, I found your video and learned one more detail in Blender. I'm from Brazil. I want to know how do I mix 2 liquids? As if it were a mixture of a coloring. If you can explain it to me, thank you for your attention.
Glad that you liked our tutorial! For multiple color liquid mix, you can refer to a similar tutorial here 👉 ua-cam.com/video/RMUjrTHR8NA/v-deo.html Although it is about smoke, a similar method can be adopted in order to create a mix of two different liquids within a single domain box.
thank you
thanks
thank u sir
this doesnt work for me necause even though i tick the ‘Is Planar’ box it still passes through the effector and idk why. can u help pls
Hi, to be very honest, fluid simulation in Blender is not fully perfect. When the fluid velocity is relatively high, some particles would always pass through. You can somewhat minimize this by increasing the subdivision of the effector object so that it has a dense wireframe. I could create only reasonably good animation, but not perfect as per physics. I would call this a limitation as of now.
But what if I want to make a model like bottle of wine which pours wine into glass and make it disappear in bottle?
You can do it in two ways. 1) Add a fluid source object (Inflow type) in the bottle, it will pour wine into the glass. Also add an Outflow object in the bottle which will "suck out" the wine and reduce the wine level in the bottle as it pours inside the glass. 2) Otherwise model your bottle as a fluid effector and pre-fill it with wine. If you now tilt it over the glass, wine will automatically get reduced in the bottle and pour into the glass. This method is more perfect than the first one, but a little more difficult to implement.
Hello sir, thanks, i make all how your explains but water have geometrics in simulation if your can explain why i understood better
Water has geometrics in simulation means? Can you please describe the problem in some easy words?
how to make fluid simulation with a moving mesh specially rotating mesh lake sheep propeller please ?thank you
You will need to set the propeller as an effector, and for better results, you should use a higher resolution divisions for the domain object. As the propeller moves inside a liquid say water, the liquid will get displaced, creating splashes of water. You can get some ideas from this tutorial 👉 ua-cam.com/video/38eiWHtw-ps/v-deo.html Although it is not exactly about rotating mesh, but the physics will be somewhat similar to that.
Sir how can we cange the amount of water flow
Plz help us by your reply ❤
You can change the size of the flow object to control the amount of flow. With bigger size of the flow object, the amount of flow will increase. This tutorial can definitely help you 👉 ua-cam.com/video/yKTQSPG_mgA/v-deo.html Please also remember that the size of the flow object is closely related to the domain size and the domain resolution. With higher domain resolution, the fluid will display finer details and it will be more realistic, but the amount of fluid will reduce. With bigger domain size, you need to have a higher domain resolution as well. So ultimately you need to arrive at an optimum combination of these three factors for the exact amount of fluid you need.
"im just going to assume you know everything you came here to learn"
😂😂 There I meant to say that one should already know the basics of fluid simulation in Blender, before going through this tutorial. And if someone is absolutely new, we have another tutorial where all the basic concepts in a fluid simulation are discussed. The link is given in the video description. Hope that helps 🌚
@@5MinutesBlender It does, thank you =D
Does anyone knows how to make the liquid absorb to the ground? And not splashing when they hit the ground? Please tell me, I need some helpppp:(
It can be an easy task, by tactfully using one limitation/bug in the fluid simulation 😉 Use a flat surface instead of the bowl shown in this tutorial, it will work as your ground. Make it thin and set it as the Fluid effector. Unless you use very high resolution division and your effector is thin, you'll notice that some fluid is getting leaked through the effector. This will ultimately create the absorption effect you need. With time, the entire liquid will get leaked through the ground. Try it!
@@5MinutesBlender woah, thanks for the answer!. I will try and experiment with that. Great video btw🔥
@@siriusblack5984 Thanks! Keep us posted 👍
Thank you for tutorial, could I export fluid simulation object to FBX or OBJ?
You can, but the results may not be very interesting. The export function does not yet work smoothly across multiple animation software. They have different ways to represent a particle system, different ways to handle material properties or modifiers. So the look & feel and the particle-based animation will look very different in the best case, and it won't at all work in the worst case. But anyway, try to bake all your animation before you export. I will be very conservative in my expectation in what will work across these export utilities. All the best.
I can get everything to work but when I render it, the liquid pouring disappears as soon as it crosses the visual boundary of the bowl. I can still see it start emitting and pouring down until it pours "inside" the bowl, then disappears. The shadows show it moving inside, but I cannot see the liquid in the bowl. The transmission values are all good. It seems to work when I change blend mode to opaque instead of alpha blend for the domain (liquid). Any idea?
I have experienced this issue sometimes. I think a transparent or semi-transparent material behind another semi-transparent material does not work correctly. However, I also discovered that the viewing angle plays an important role here - the camera location along with the light can be an important factor. So until the original problem is solved, you can adjust the camera angle for the desired effect.
thank you sm for the tutorial!! i'm making a champagne tower yet the water still leak thru the bottom of those cocktail glasses. i don't want to make them thicker tho so i checked is planer for the collision and 256 for the division settings, yet it still leaks a bit and what's more, after the fluid filled the glass it heavily bounce upward and splashes. how to make it right like a real champagne tower...😂thx again!
ugh i changed to apic it looks better but still moving upwards a bit after it's filled... also if i want to the liquid pouring down faster which value should i change? thx!
@@55woo88 Probably you can play with the viscosity field to make the liquid less "bouncy", but use a very very low value because it picks up very fast and turns water into gum. And for faster pouring, you can increase the source volume (i.e. the size of the flow) or just increase the gravity field to add more downward force artificially or you can also adjust the simulation speed (fluid simulation only) higher to speed up the pouring scene. I would go for this last option.
@@5MinutesBlender thanks for the reply! i baked the mesh it looks..emm.. fine i guess but those water drops are kinda big so i changed the particle radius from 1 to 0.7... then it doesn't pour all the way down to the bottom glass... 0.8 is fine it pours down but i dnt think there's much difference for the water drops. also there's one more thing, while pouring from the inflow from the top, in the center of the first top glass the liquid kind of acts like a fountain it bounce back in the middle a bit(that's why i dont dare to speed up too much). i have no idea what values to adjust to make a better combination... not sure if i make myself clear tho but thx again:)
@@55woo88 Yes I understand what you meant. Actually in reality, water does bounce from the bottom of an empty glass if poured from a height. It is not abnormal if within limits. But we can artificially make it more eye-soothing. Add some invisible water (or champagne for your case) in that glass beforehand so that the liquid does not hit the bottom of the glass directly, it will fall on that existing liquid. Then it should not bounce heavily. That existing liquid should be very small in volume and it should have a transparent material so that nothing is visible to the viewers). There are more ways to fake it, you can opt whatever looks best or easy.
yes i did that! now the only problem is it still has large water drops after i meshed it...(making some large glasses here.. one glass is 2m tall....)and the division is 256 particle radius is 0.8.. tried some different combinations but still didn't get a better result.
Hi, is it possible to make fluids intearct with normal maps? Say, I have a plane that has a normal map with bumps and what not. Can I make fluids follow it?
Technically yes. You can setup the plane (with bumps applied as displacements) as a Fluid Effector, and the fluid will interact with it. But in reality, getting this actually work to a satisfactory level may become tough. You'll need to use a domain resolution of 512 or even higher, which is insane! If the bumps are big in size, you can expect a better result with a lower resolution.
@@5MinutesBlender Yeah, so basically it's displacement map and Cycles because Eevee doesn't do displacement. That's bad..
Very useful! Thank you for sharing!
Is it possible to stop the flow, like if you turned off the water tap? )
Yes, you can do that in several ways. The easiest one is, select the Flow object (your tap), and in the physics tab, you will get one field named as "Use Flow", which you can keyframe. Let us say you want the flow to stop after frame 200. So enter a keyframe for this field at frame 200 with that checkbox selected. Then at frame 201, deselect that checkbox and again insert a keyframe. So the liquid will flow from the tap till frame 200. From 201 onward, there wont be any new flow. But the existing fluid that has come out already, will still remain within your domain object as usual. I hope that helps.
Now we have made a tutorial exactly on this subject, watch here 👉 ua-cam.com/video/yKTQSPG_mgA/v-deo.html
Sir do we need HDRI image background for this in final render?
Yes. Because water is almost transparent, you need a appropriate lighting in order to make it correct. HDRI is absolutely necessary here.
Sir help me please,when i go to render mode a cube which i used as domain is looking a massive object how can i remove it please help me 🥰🥰🥰🥰
Hi, you need to bake the mesh after baking the fluid. It is a 2 step process. Unless we execute Bake Mesh, the domain object will look like a standard large cube. Please watch our foundation tutorial on fluid physics to understand it from the scratch 👉 ua-cam.com/video/UHqh-Pe5WXI/v-deo.html
@@5MinutesBlender thanks for your kind support 🙏🙏🙏
Hey, clicking on render also renders the domain mesh, which is not happening in urs how come?
Hi, you need to bake the mesh as well, after baking the fluid simulation. Once you bake the fluid, expand the Liquid sub-section, you'll see a section called Mesh. Enable this, and underneath there is a button called Bake Mesh. Use this to bake the mesh as well. Then if you render, you will get to see the actual liquid, the domain mesh won't be visible, it will be replaced with the liquid. Please let me know if this solves the issue.
@@5MinutesBlender hey, thanks for replying. But the problem was that, int the 0th frame the cube domain mesh can be seen, but once it has passed 1st frame, the mesh rids of the cube and is now the fluid
Okay, usually we start the animation from 1st frame. So the bake defaults to 1 for the start frame number, and 250 for the end frame. But you can change this. If your animation starts from frame 0, please change the start frame number to 0 in the bake section (under cache). Basically, any frame outside the bake range will show the domain cube. Within the bake range, it will display the fluid (after baking). I hope this helps.
@@5MinutesBlender Thank You sire
Unless you've changed the scale, your bowl is about 2 metres across. I've been struggling with scale...
The scales of the flow object, domain, and the effector are closely related to the domain resolution. The combination should be correct in order to get a perfect result. The scales that we used are as shown in the tutorial. I am confident that you will easily discover what scale works best for your scene. Ideally your objects should follow the real world size. But then you may need to use a higher domain resolution for the correct output.
im not sure you know what roblox is but it would really help if I knew how to make a star wars armor or any armor to fit the roblox block character or just a tutorial on how to make helmet.
Can take up these ideas for some tutorials in future. But may not be very soon. We are now exploring various simulation techniques in a series of tutorials. Thanks for your visit here!
@@5MinutesBlender is lava a thing that would be cool.
@@c_06c Yeah 😃 That will be very cool! I am onto it right away after the next few tutorials which are scheduled, are published. Big thanks for this nice suggestion 🤝👍
hi i have a problem with blender .I make water ( fluid) but when i press play ,the blender write ANIM player ! i can fix it? .Thank you!
Hi, let me understand this better. Did you bake the fluid? Also, at which step in this tutorial are you getting a different result - can you share the timestamp, so that I can roughly understand where exactly you are stuck?
@@5MinutesBlender firstly i thank you for answer! . l followed step by step the video but i don't know why I couldn't to make. Finally i again installed the blender .
@@minos760 Okay. Was it resolved after reinstallation? If not, can you please send your blend file to us so that we can look into it and figure out what is happening? You can get our email ID in the About section of this channel. Thank you!
@@5MinutesBlender yes! of course the problem after reinstallation solved! thank you!
I am trying to make a flooding room, however even with the fluid Resolution Division at 96 it still sat quite a distance from the walls and floor.. Do you have any tips i could use to fix that?
I don't want to make you sad, but 96 is at the lower end when it comes to resolution divisions for perfect effectors in fluid mechanics. People use 256 or 512 for a more realistic effect. Otherwise you'll get that kind of gap between the effector and the fluid. One way to overcome this is to fake an effector. But if you just have a room to fill with water, you do not need effector. Just use the room as the domain, then there should not be any such gap. Anyway, just in case you are using an effector, what you can do is, use a second effector (fake) for the baking purpose. Resize this effector such that the fluid comes very close to the original effector. Now bake the fluid physics with this second effector. Then hide it. Render the scene with the first effector. That will give you quite realistic output with low resolution divisions.
@@5MinutesBlender Okay thanks
I watched a video about 3ds max i want to know can u creat same fluid simulation in blender i can give you link of that video......
ua-cam.com/video/IsbY70ZH6-k/v-deo.html this is the link of that video
Yes, very much. There is a tutorial lined up for release within 2 weeks in this channel, on a similar topic (milk in place of water). You can get the basic idea from there and implement it for another object like a phone in water.
So how do you clear the cache files?
You can clear the cache from the Free Data button after baking. You can make some changes in the Domain Resolution, it usually resets the cache. Sometimes, for some reasons, your cache may just not go away, whatever you do. In that case, you may need to physically delete the cache files from your system's file manager.
When I render the domain cube renders as a solid object, so can't see simulation inside, I'm using latest blender version, any ideas. Thanks
If you have turned on the fluid options correctly in the physics tab for the domain object, it should not show up as a solid box. If you can kindly send your blend file to us, we can check what is exactly causing this issue. You can get our contact details (Email ID) in the About section of this channel. Thanks!
same
@@warriorsfg Hi, did you bake the mesh before rendering the scene?
@@5MinutesBlender well, I baked the animation, I did try to bake the mesh before rendering but I didn't find any difference ;c
@@warriorsfg Can you please send your blend file to me, so that I can check and suggest what is missing? You can get our contact details (Email ID) in the About section of this channel. Thanks!
its not working for some reason
Please check the domain resolution and increase it if needed. Also please check that the cache is clear. Sometimes Blender just keeps the old cache and despite all your trials it may not work correctly. Clear the cache and bake it, it should work.
I take issue with this .... Sorry great video but I don't see the blue dots of the simulation no matter what I try )= Help please
Hi, the blue dots are only for the viewport (so that you know what is happening with the fluid, you can design your scene accordingly), they do not display in the rendered output. In the render, you get the same material that you have setup for your fluid domain. I am not sure whether the fluid is not generating at all in your case, or whether the fluid is there but the blue particles are missing. This is our second tutorial on fluid simulation with a focus on the effector. In case you are finding some issues with the basic fluid simulation itself, I request you to check our foundation level tutorial, we have explained the fluid simulation basics in this tutorial 👉 ua-cam.com/video/UHqh-Pe5WXI/v-deo.html
@@5MinutesBlender I was talking about the viewport, thanks I'll check the video
@@red_juan Sure! The domain object has a particle system attached to it. In the particles tab, there is a section called viewport display. That controls how the tiny particles display. And to see them after baking your simulation, the domain material should have some transparency. I hope these 2 things may be helpful for you.
@@5MinutesBlender Much appreciated!
@@red_juan Can you please send your blend file to us (our Email ID is given in the About section of this channel). I will check what is missing there. If there is anything wrong in your blend file, I'll find it out. But if the blend file works fine at our end, it might be some other settings on your machine, I can suggest on that as well.
why does it sound like ielts listening