FluidDomainSettings(bpy_struct)

base class — bpy_struct

class bpy.types.FluidDomainSettings(bpy_struct)

Fluid domain settings

adapt_margin

Margin added around fluid to minimize boundary interference

Type:int in [2, 24], default 0
adapt_threshold

Maximum amount of fluid cell can contain before it is considered empty

Type:float in [0.01, 0.5], default 0.0
additional_res

Maximum number of additional cells

Type:int in [0, 512], default 0
alpha

Buoyant force based on smoke density (higher value results in faster rising smoke)

Type:float in [-5, 5], default 0.0
axis_slice_method
  • FULL Full, Slice the whole domain object.
  • SINGLE Single, Perform a single slice of the domain object.
Type:enum in [‘FULL’, ‘SINGLE’], default ‘FULL’
beta

Buoyant force based on smoke heat (higher value results in faster rising smoke)

Type:float in [-5, 5], default 0.0
burning_rate

Speed of the burning reaction (higher value results in smaller flames)

Type:float in [0.01, 4], default 0.0
cache_data_format

Select the file format to be used for caching volumetric data

Type:enum in [‘NONE’], default ‘NONE’
cache_directory

Directory that contains fluid cache files

Type:string, default “”, (never None)
cache_frame_end

Frame on which the simulation stops

Type:int in [1, 1048574], default 0
cache_frame_pause_data
Type:int in [-inf, inf], default 0
cache_frame_pause_guide
Type:int in [-inf, inf], default 0
cache_frame_pause_mesh
Type:int in [-inf, inf], default 0
cache_frame_pause_noise
Type:int in [-inf, inf], default 0
cache_frame_pause_particles
Type:int in [-inf, inf], default 0
cache_frame_start

Frame on which the simulation starts

Type:int in [-1048574, 1048574], default 0
cache_mesh_format

Select the file format to be used for caching surface data

Type:enum in [‘NONE’], default ‘NONE’
cache_noise_format

Select the file format to be used for caching noise data

Type:enum in [‘NONE’], default ‘NONE’
cache_particle_format

Select the file format to be used for caching particle data

Type:enum in [‘NONE’], default ‘NONE’
cache_type

Change the cache type of the simulation

  • REPLAY Replay, Use the timeline to bake the scene. Pausing and resuming possible.
  • MODULAR Modular, Bake every stage of the simulation separately. Pausing and resuming possible.
  • FINAL Final, Bake the entire simulation at once. Only generates the most essential cache files. Pausing and resuming not possible.
Type:enum in [‘REPLAY’, ‘MODULAR’, ‘FINAL’], default ‘REPLAY’
cell_size

Cell Size

Type:float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0), (readonly)
cfl_condition

Maximal velocity per cell (higher value results in greater timesteps)

Type:float in [0, 10], default 0.0
clipping

Value under which voxels are considered empty space to optimize caching and rendering

Type:float in [0, 1], default 0.0
coba_field

Simulation field to color map

  • COLOR_R Red, Red component of the color field.
  • COLOR_G Green, Green component of the color field.
  • COLOR_B Blue, Blue component of the color field.
  • DENSITY Density, Quantity of soot in the fluid.
  • FLAME Flame, Flame field.
  • FUEL Fuel, Fuel field.
  • HEAT Heat, Temperature of the fluid.
  • VELOCITY_X X Velocity, X component of the velocity field.
  • VELOCITY_Y Y Velocity, Y component of the velocity field.
  • VELOCITY_Z Z Velocity, Z component of the velocity field.
Type:enum in [‘COLOR_R’, ‘COLOR_G’, ‘COLOR_B’, ‘DENSITY’, ‘FLAME’, ‘FUEL’, ‘HEAT’, ‘VELOCITY_X’, ‘VELOCITY_Y’, ‘VELOCITY_Z’], default ‘DENSITY’
color_grid

Smoke color grid

Type:float array of 32 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0), (readonly)
color_ramp
Type:ColorRamp, (readonly)
data_depth

Bit depth for writing all scalar (including vector) lower values reduce file size

  • 16 Float (Half), Half float (16 bit data).
  • 32 Float (Full), Full float (32 bit data).
Type:enum in [‘16’, ‘32’], default ‘32’
density_grid

Smoke density grid

Type:float array of 32 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0), (readonly)
display_interpolation

Interpolation method to use for smoke/fire volumes in solid mode

  • LINEAR Linear, Good smoothness and speed.
  • CUBIC Cubic, Smoothed high quality interpolation, but slower.
Type:enum in [‘LINEAR’, ‘CUBIC’], default ‘LINEAR’
display_thickness

Thickness of smoke drawing in the viewport

Type:float in [0.001, 1000], default 0.0
dissolve_speed

Determine how quickly the smoke dissolves (higher value makes smoke disappear faster)

Type:int in [1, 10000], default 0
domain_resolution

Smoke Grid Resolution

Type:int array of 3 items in [-inf, inf], default (0, 0, 0), (readonly)
domain_size

Domain size in meters (longest domain side)

Type:float in [0.001, 10000], default 0.0
domain_type

Change domain type of the simulation

  • GAS Gas, Create domain for gases.
  • LIQUID Liquid, Create domain for liquids.
Type:enum in [‘GAS’, ‘LIQUID’], default ‘GAS’
effector_group

Limit effectors to this collection

Type:Collection
effector_weights
Type:EffectorWeights, (readonly)
export_manta_script

Generate and export Fluidflow script from current domain settings during bake. This is only needed if you plan to analyse the cache (e.g. view grids, velocity vectors, particles) in Fluidflow directly (outside of Blender) after baking the simulation

Type:boolean, default False
flame_grid

Smoke flame grid

Type:float array of 32 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0), (readonly)
flame_ignition

Minimum temperature of the flames (higher value results in faster rising flames)

Type:float in [0.5, 5], default 0.0
flame_max_temp

Maximum temperature of the flames (higher value results in faster rising flames)

Type:float in [1, 10], default 0.0
flame_smoke

Amount of smoke created by burning fuel

Type:float in [0, 8], default 0.0
flame_smoke_color

Color of smoke emitted from burning fuel

Type:float array of 3 items in [0, inf], default (0.0, 0.0, 0.0)
flame_vorticity

Additional vorticity for the flames

Type:float in [0, 2], default 0.0
flip_ratio

PIC/FLIP Ratio. A value of 1.0 will result in a completely FLIP based simulation. Use a lower value for simulations which should produce smaller splashes

Type:float in [0, 1], default 0.0
fluid_group

Limit fluid objects to this collection

Type:Collection
force_collection

Limit forces to this collection

Type:Collection
fractions_threshold

Determines how much fluid is allowed in an obstacle cell (higher values will tag a boundary cell as an obstacle easier and reduce the boundary smoothening effect)

Type:float in [0.001, 1], default 0.0
gravity

Gravity in X, Y and Z direction

Type:float array of 3 items in [-1000.1, 1000.1], default (0.0, 0.0, 0.0)
guide_alpha

Guiding weight (higher value results in greater lag)

Type:float in [1, 100], default 0.0
guide_beta

Guiding size (higher value results in larger vortices)

Type:int in [1, 50], default 0
guide_parent

Use velocities from this object for the guiding effect (object needs to have fluid modifier and be of type domain))

Type:Object
guide_source

Choose where to get guiding velocities from

  • DOMAIN Domain, Use a fluid domain for guiding (domain needs to be baked already so that velocities can be extracted). Guiding domain can be of any type (i.e. gas or liquid).
  • EFFECTOR Effector, Use guiding (effector) objects to create fluid guiding (guiding objects should be animated and baked once set up completely).
Type:enum in [‘DOMAIN’, ‘EFFECTOR’], default ‘DOMAIN’
guide_vel_factor

Guiding velocity factor (higher value results in greater guiding velocities)

Type:float in [0, 100], default 0.0
has_cache_baked_any
Type:boolean, default False
has_cache_baked_data
Type:boolean, default False
has_cache_baked_guide
Type:boolean, default False
has_cache_baked_mesh
Type:boolean, default False
has_cache_baked_noise
Type:boolean, default False
has_cache_baked_particles
Type:boolean, default False
heat_grid

Smoke heat grid

Type:float array of 32 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0), (readonly)
highres_sampling

Method for sampling the high resolution flow

Type:enum in [‘FULLSAMPLE’, ‘LINEAR’, ‘NEAREST’], default ‘NEAREST’
is_cache_baking_any
Type:boolean, default False
is_cache_baking_data
Type:boolean, default False
is_cache_baking_guide
Type:boolean, default False
is_cache_baking_mesh
Type:boolean, default False
is_cache_baking_noise
Type:boolean, default False
is_cache_baking_particles
Type:boolean, default False
mesh_concave_lower

Lower mesh concavity bound (high values tend to smoothen and fill out concave regions)

Type:float in [0, 10], default 0.0
mesh_concave_upper

Upper mesh concavity bound (high values tend to smoothen and fill out concave regions)

Type:float in [0, 10], default 0.0
mesh_generator

Which particle levelset generator to use

  • IMPROVED Final, Use improved particle levelset (slower but more precise and with mesh smoothening options).
  • UNION Preview, Use union particle levelset (faster but lower quality).
Type:enum in [‘IMPROVED’, ‘UNION’], default ‘IMPROVED’
mesh_particle_radius

Particle radius factor (higher value results in larger (meshed) particles). Needs to be adjusted after changing the mesh scale

Type:float in [0, 10], default 0.0
mesh_scale

The mesh simulation is scaled up by this factor (compared to the base resolution of the domain). For best meshing, it is recommended to adjust the mesh particle radius alongside this value

Type:int in [1, 100], default 0
mesh_smoothen_neg

Negative mesh smoothening

Type:int in [0, 100], default 0
mesh_smoothen_pos

Positive mesh smoothening

Type:int in [0, 100], default 0
mesh_vertices

Vertices of the fluid mesh generated by simulation

Type:bpy_prop_collection of FluidDomainVertexVelocity, (readonly)
noise_pos_scale

Scale of noise (higher value results in larger vortices)

Type:float in [0.0001, 10], default 0.0
noise_scale

The noise simulation is scaled up by this factor (compared to the base resolution of the domain)

Type:int in [1, 100], default 0
noise_strength

Strength of noise

Type:float in [0, 10], default 0.0
noise_time_anim

Animation time of noise

Type:float in [0.0001, 10], default 0.0
noise_type

Noise method which is used during the high-res simulation

Type:enum in [‘NOISEWAVE’], default ‘NOISEWAVE’
openvdb_cache_compress_type

Compression method to be used

  • ZIP Zip, Effective but slow compression.
  • BLOSC Blosc, Multithreaded compression, similar in size and quality as ‘Zip’.
  • NONE None, Do not use any compression.
Type:enum in [‘ZIP’, ‘BLOSC’, ‘NONE’], default ‘BLOSC’
particle_band_width

Particle (narrow) band width (higher value results in thicker band and more particles)

Type:float in [0, 1000], default 0.0
particle_max

Maximum number of particles per cell (ensures that each cell has at most this amount of particles)

Type:int in [0, 1000], default 0
particle_min

Minimum number of particles per cell (ensures that each cell has at least this amount of particles)

Type:int in [0, 1000], default 0
particle_number

Particle number factor (higher value results in more particles)

Type:int in [1, 5], default 0
particle_radius

Particle radius factor. Increase this value if the simulation appears to leak volume, decrease it if the simulation seems to gain volume

Type:float in [0, 10], default 0.0
particle_randomness

Randomness factor for particle sampling

Type:float in [0, 10], default 0.0
particle_scale

The particle simulation is scaled up by this factor (compared to the base resolution of the domain)

Type:int in [1, 100], default 0
point_cache
Type:PointCache, (readonly, never None)
point_cache_compress_type

Compression method to be used

  • CACHELIGHT Lite, Fast but not so effective compression.
  • CACHEHEAVY Heavy, Effective but slow compression.
Type:enum in [‘CACHELIGHT’, ‘CACHEHEAVY’], default ‘CACHELIGHT’
resolution_max

Resolution used for the fluid domain. Value corresponds to the longest domain side (resolution for other domain sides is calculated automatically)

Type:int in [6, 10000], default 0
show_velocity

Toggle visualization of the velocity field as needles

Type:boolean, default False
simulation_method

Change the underlying simulation method

  • FLIP FLIP, Use FLIP as the simulation method.
Type:enum in [‘FLIP’], default ‘FLIP’
slice_axis
  • AUTO Auto, Adjust slice direction according to the view direction.
  • X X, Slice along the X axis.
  • Y Y, Slice along the Y axis.
  • Z Z, Slice along the Z axis.
Type:enum in [‘AUTO’, ‘X’, ‘Y’, ‘Z’], default ‘AUTO’
slice_depth

Position of the slice

Type:float in [0, 1], default 0.0
slice_method

How to slice the volume for viewport rendering

  • VIEW_ALIGNED View, Slice volume parallel to the view plane.
  • AXIS_ALIGNED Axis, Slice volume parallel to the major axis.
Type:enum in [‘VIEW_ALIGNED’, ‘AXIS_ALIGNED’], default ‘VIEW_ALIGNED’
slice_per_voxel

How many slices per voxel should be generated

Type:float in [0, 100], default 0.0
sndparticle_boundary

How particles that left the domain are treated

  • DELETE Delete, Delete secondary particles that are inside obstacles or left the domain.
  • PUSHOUT Push Out, Push secondary particles that left the domain back into the domain.
Type:enum in [‘DELETE’, ‘PUSHOUT’], default ‘DELETE’
sndparticle_combined_export

Determines which particle systems are created from secondary particles

  • OFF Off, Create a seperate particle system for every secondary particle type.
  • SPRAY_FOAM Spray + Foam, Spray and foam particles are saved in the same particle system.
  • SPRAY_BUBBLES Spray + Bubbles, Spray and bubble particles are saved in the same particle system.
  • FOAM_BUBBLES Foam + Bubbles, Foam and bubbles particles are saved in the same particle system.
  • SPRAY_FOAM_BUBBLES Spray + Foam + Bubbles, Create one particle system that contains all three secondary particle types.
Type:enum in [‘OFF’, ‘SPRAY_FOAM’, ‘SPRAY_BUBBLES’, ‘FOAM_BUBBLES’, ‘SPRAY_FOAM_BUBBLES’], default ‘OFF’
sndparticle_k_b

Amount of buoyancy force that rises bubbles (high value results in bubble movement mainly upwards)

Type:float in [0, 100], default 0.0
sndparticle_k_d

Amount of drag force that moves bubbles along with the fluid (high value results in bubble movement mainly along with the fluid)

Type:float in [0, 100], default 0.0
sndparticle_k_ta

Maximum number of particles generated per trapped air cell per frame

Type:int in [0, 10000], default 0
sndparticle_k_wc

Maximum number of particles generated per wave crest cell per frame

Type:int in [0, 10000], default 0
sndparticle_l_max

Highest possible particle lifetime

Type:float in [0, 10000], default 0.0
sndparticle_l_min

Lowest possible particle lifetime

Type:float in [0, 10000], default 0.0
sndparticle_potential_radius

Radius to compute potential for each cell (higher values are slower but create smoother potential grids)

Type:int in [1, 4], default 0
sndparticle_tau_max_k

Upper clamping threshold that indicates the fluid speed where cells no longer emit more particles (higher value results in generally less particles)

Type:float in [0, 1000], default 0.0
sndparticle_tau_max_ta

Upper clamping threshold for marking fluid cells where air is trapped (highe value results in less marked cells)

Type:float in [0, 1000], default 0.0
sndparticle_tau_max_wc

Upper clamping threshold for marking fluid cells as wave crests (higher value results in less marked cells)

Type:float in [0, 1000], default 0.0
sndparticle_tau_min_k

Lower clamping threshold that indicates the fluid speed where cells start to emit particles (lower values result in generally more particles)

Type:float in [0, 1000], default 0.0
sndparticle_tau_min_ta

Lower clamping threshold for marking fluid cells where air is trapped (lower value results in more marked cells)

Type:float in [0, 1000], default 0.0
sndparticle_tau_min_wc

Lower clamping threshold for marking fluid cells as wave crests (lower value results in more marked cells)

Type:float in [0, 1000], default 0.0
sndparticle_update_radius

Radius to compute position update for each particle (higher values are slower but particles move less chaotic)

Type:int in [1, 4], default 0
start_point

Start point

Type:float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0), (readonly)
surface_tension

Surface tension of liquid (higher value results in greater hydrophobic behaviour)

Type:float in [0, 100], default 0.0
temperature_grid

Smoke temperature grid, range 0..1 represents 0..1000K

Type:float array of 32 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0), (readonly)
time_scale

Adjust simulation speed

Type:float in [0.0001, 10], default 0.0
timesteps_max

Maximum number of simulation steps to perform for one frame

Type:int in [1, 100], default 0
timesteps_min

Minimum number of simulation steps to perform for one frame

Type:int in [1, 100], default 0
use_adaptive_domain

Adapt simulation resolution and size to fluid

Type:boolean, default False
use_adaptive_timesteps
Type:boolean, default False
use_bubble_particles

Create bubble particle system

Type:boolean, default False
use_collision_border_back

Enable collisons with back domain border

Type:boolean, default False
use_collision_border_bottom

Enable collisons with bottom domain border

Type:boolean, default False
use_collision_border_front

Enable collisons with front domain border

Type:boolean, default False
use_collision_border_left

Enable collisons with left domain border

Type:boolean, default False
use_collision_border_right

Enable collisons with right domain border

Type:boolean, default False
use_collision_border_top

Enable collisons with top domain border

Type:boolean, default False
use_color_ramp

Render a simulation field while mapping its voxels values to the colors of a ramp

Type:boolean, default False
use_dissolve_smoke

Let smoke disappear over time

Type:boolean, default False
use_dissolve_smoke_log

Dissolve smoke in a logarithmic fashion. Dissolves quickly at first, but lingers longer

Type:boolean, default False
use_flip_particles

Create liquid particle system

Type:boolean, default False
use_foam_particles

Create foam particle system

Type:boolean, default False
use_fractions

Fractional obstacles improve and smoothen the fluid-obstacle boundary

Type:boolean, default False
use_guide

Enable fluid guiding

Type:boolean, default False
use_mesh

Enable fluid mesh (using amplification)

Type:boolean, default False
use_noise

Enable fluid noise (using amplification)

Type:boolean, default False
use_speed_vectors

Caches velocities of mesh vertices. These will be used (automatically) when rendering with motion blur enabled

Type:boolean, default False
use_spray_particles

Create spray particle system

Type:boolean, default False
use_tracer_particles

Create tracer particle system

Type:boolean, default False
vector_display_type
  • NEEDLE Needle, Display vectors as needles.
  • STREAMLINE Streamlines, Display vectors as streamlines.
Type:enum in [‘NEEDLE’, ‘STREAMLINE’], default ‘NEEDLE’
vector_scale

Multiplier for scaling the vectors

Type:float in [0, 1000], default 0.0
velocity_grid

Smoke velocity grid

Type:float array of 32 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0), (readonly)
viscosity_base

Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)

Type:float in [0, 10], default 0.0
viscosity_exponent

Negative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6)

Type:int in [0, 10], default 0
vorticity

Amount of turbulence and rotation in smoke

Type:float in [0, 4], default 0.0
classmethod bl_rna_get_subclass(id, default=None)
Parameters:id (string) – The RNA type identifier.
Returns:The RNA type or default when not found.
Return type:bpy.types.Struct subclass
classmethod bl_rna_get_subclass_py(id, default=None)
Parameters:id (string) – The RNA type identifier.
Returns:The class or default when not found.
Return type:type

Inherited Properties

Inherited Functions

References