I’m using Blender 4.0, and i want my liquid simulation to come out of a small sphere, but I cannot see the particles. I heard that I need to increase the resolution to see the simulation or decrease the size of the domain box. The scene that the simulation takes place in is a large room, so I cannot decrease the size of the domain, so I tried to increase the resolution. However, I couldn’t see any particles up to 400, and by that point my computer was starting to lag. Really bad. And I wanted to add viscosity. If I want liquid to come out of a very small object with the particles being visible WHILE my computer still runs smooth, what can I do?
yes it’s based on size so if the voxel is the same size as ur object it wont have much resolution to work with
Is there a way to decrease the amount of particles for fluid sims? Would that help speed things up if I’m going to increase the resolution?
idk about speed but it will work if u make the resolution higher
Use a more modern particle solver- Unity’s comes to mind- or get a better computer
Well I know I can’t do one of those things… though I’m not sure what a particle solver is. I don’t really do simulations in Blender. Is it something that I have to download from another source? Is it free? Does it have to be installed into blender similar to am add-on?
Sorry, I mean you’ll have better results in a different software like Unity that’s specifically designed and optimized for real time performance
Oh. Well, are there any alternative ways to shoot a stream of water/liquid in blender (particularly a small stream)?
Maybe it could be faked without using a fluid simulation? This will depend on what the water needs to do though.
Small stream could mean more than one thing.
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Let’s say it’s like a shower or like rain, where the water is mostly separate drops. You could just use a particle system for that.
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Is it a smooth continuous stream, like water being poured into a glass? This could be faked with a mesh.
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Can only part of the water be faked in either of those ways? Let’s say there is a stream of water falling from a high place and forming a puddle on the ground. The stream could be faked with particles and the puddle made using a fluid simulation. That way, the domain can be limited to the areas that really need the fluid physics.
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Does the simulation include a water surface? Dynamic paint can help, it has a waves mode that can fake a water surface and have ripples caused by colliding objects.
Thanks for the examples. I’m going for the second continouses stream option.
Do you mean a mesh modeled like a stream of water and then having a texture applied to it to make it look like the liquid is pouring? If so, that’s also a good trick, though it sounds pretty static. let’s say the object I’m using is moving around and the liquid spraying out of it has to follow, I think the first example with separate drops would work better.
I did an animation test to see if I could fake a liquid simulation using meta balls and the particle system, similar to your first example, but the results weren’t too decent.
The particles didn’t slide around like water in spite of the friction collision for the pool-cube being set very low, making them look like heavy ice balls falling from the sky. Plus, they seem to stick to the mesh and not really push each other around.
Small fluid particles like this need a proper render with realistic materials and motion blur to look nice. Sadly, metaballs can’t have motion blur, so they aren’t really an option for realism. The way particles behave can be made better than this by switching the particle physics to fluid mode, there is just no way to get a truly realistic render out of it.
But, if it’s a spray like this, maybe the water on the ground can be made with a separate method from the falling drops?
What if the spray was done using particles that get destroyed when they touch the floor (rendered as spheres, not metaballs) and the water on the ground was done using either puddle textures or meshes that progressively appear?
Try UE5, LiquiGen free trial or some other game engines. Those are built for real time.