Making slime/ooze/toxic waste come out of a barrel

(Note: This is being done in Blender 4.2)

I’m working on a scene that involves an overturned barrel, and I want some slime to come out of it. Problem is, I can’t get the fluid simulation to work for it.

Here’s the scene:

The ground and the barrels are set to “Effector”, with their type being Collision. As you can also see, there’s a cube around the scene that serves as the Domain (set to Liquid). I also have a sphere, not in the picture, that is set to “Fluid”. I try to simulate it, but it’s not working as intended.

Diorama.blend (1018.2 KB)
I’m including the scene for anyone who wants to tinker with it and share any results. Because I know I’m doing something wrong, but I don’t know what it is.

Unable to check the blend file right now but based on your attached image the domain size is way too big considering the effect you want to achieve, you need the domain to encapsulate only the area you intend fluid to exist in - which based on your description would be a box that includes the overturned barrel, the drain and a little extra padding to take into account any splashing (depending on the viscosity of the fluid).

If you’re still not getting any fluid try increasing the domain resolution as it currently looks quite large and may result in no fluid being simulated.

Hope this helps!

It’s working, but how do I also take the curb into equation? Because I want it coming down the edge of the curb, and not do a simple flooding. Is it possible to edit the mesh used for the domain to accommodate it? Or is there another way?

Add Fluid to the curb and set it to Effector

Thing is, I modelled both the curb and road as one piece. And it has Effector already applied to it.

Check your normals - if the normals are inverted the effector doesn’t do anything. And you’ll want to separate the curb

I see.

Anyway, here’s another issue that’s cropping up when I attempt the simulator.

Notice how the particles don’t come out of the hole, or how it’s not even touching the surface, And I want the sim to both look like it’s coming out of the barrel hole and touching the surface. Also notice how thick that mesh is. How do I go about correcting any of these?

Lower the radius in the mesh settings

And where is that setting located? In the Domain mesh or the emitter mesh? Because when I do it in the Domain, the results get all kinds of funky.

It also doesn’t explain how to move the sim so it goes out of the hole and not above it.

Look around, play with settings, see what works.

Lowering your mesh radius will help, but ultimately, you’re going to have to play with settings and see what works.

You are going to need to increase the resolution of the simulation if you want accurate contact. Well, first make sure the domain isn’t bigger than it needs. If there is a large part of the domain that will never see any fluid, you should scale it down (in edit mode, or at least apply the scale after the change). Empty space is a waste of computing ressources and will spread your resolution thin over space.

If I rely on your image, your domain is likely uselessly tall if you are just making the liquid flow on the ground.

You will find a little cube in the corner of the domain. That is the size of each voxel (each cubic cell of the simulation) and that pretty much represents the thinnest your fluid can be. If you increase the domain resolution in the fluid settings, you will see that cube get smaller. Go progressively smaller, see what your computer can handle before going too high (doubling the resolution will split each cell in 8, so 8 times the baking times too, it’s exponential so be careful).

Finally, go to the meshing settings of the fluid simulation and set the “upres factor” to 3. This will allow the mesh to have more resolution and stick closer to the particles of the simulation. The default of 2 is a bit on the low side and will give you chunky water.

Here is a modified scene that works. I had to change the meshes a bit. I rescaled and moved the emitter, added thickness to the floor so it registers as a collision (and I fixed its shading at the same time) and rescaled the fluid domain so there isn’t massive wasted space.

Diorama_modified.blend (1.0 MB)

You are going to need to set a proper path for the cache, I have set it up for my computer and it will likely not work for yours.
path

Right now, the fluid flows in every direction evenly and it does so very quickly. You might want to increase the viscosity (in the “diffusion” section). I would also maybe give the ground a slight tilt so the fluid goes more toward the step.

For everyone who replied, thanks. I’ll definitely use these for the next time I do it. For the most part, I just needed some fluid on the ground to make it look like something inside it spilled and after some tinkering around, I managed to get it to work.