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

Minimum amount of fluid a cell can contain before it is considered empty

Type

float in [0, 1], 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. This is the last frame that will be baked

Type

int in [-1048574, 1048574], default 0

cache_frame_offset

Frame offset that is used when loading the simulation from the cache. It is not considered when baking the simulation, only when loading it

Type

int in [-1048574, 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. This is the first frame that will be baked

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_resumable

Additional data will be saved so that the bake jobs can be resumed after pausing. Because more data will be written to disk it is recommended to avoid enabling this option when baking at high resolutions

Type

boolean, default False

cache_type

Change the cache type of the simulation

  • REPLAY Replay, Use the timeline to bake the scene.

  • MODULAR Modular, Bake every stage of the simulation separately.

  • ALL All, Bake all simulation settings at once.

Type

enum in [‘REPLAY’, ‘MODULAR’, ‘ALL’], 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 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)

delete_in_obstacle

Delete fluid inside obstacles

Type

boolean, default False

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 (lower 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_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 Mantaflow script from current domain settings during bake. This is only needed if you plan to analyze the cache (e.g. view grids, velocity vectors, particles) in Mantaflow 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 level set generator to use

  • IMPROVED Final, Use improved particle level set (slower but more precise and with mesh smoothening options).

  • UNION Preview, Use union particle level set (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’

openvdb_data_depth

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

  • 16 Half, Half float (16 bit data).

  • 32 Full, Full float (32 bit data).

Type

enum in [‘16’, ‘32’], default ‘16’

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_bubble_buoyancy

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

Type

float in [0, 100], default 0.0

sndparticle_bubble_drag

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_combined_export

Determines which particle systems are created from secondary particles

  • OFF Off, Create a separate 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_life_max

Highest possible particle lifetime

Type

float in [0, 10000], default 0.0

sndparticle_life_min

Lowest possible particle lifetime

Type

float in [0, 10000], default 0.0

sndparticle_potential_max_energy

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_potential_max_trappedair

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

Type

float in [0, 1000], default 0.0

sndparticle_potential_max_wavecrest

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_potential_min_energy

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_potential_min_trappedair

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_potential_min_wavecrest

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_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_sampling_trappedair

Maximum number of particles generated per trapped air cell per frame

Type

int in [0, 10000], default 0

sndparticle_sampling_wavecrest

Maximum number of particles generated per wave crest cell per frame

Type

int in [0, 10000], default 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

sys_particle_maximum

Maximum number of fluid particles that are allowed in this simulation

Type

int in [0, inf], default 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 collisions with back domain border

Type

boolean, default False

use_collision_border_bottom

Enable collisions with bottom domain border

Type

boolean, default False

use_collision_border_front

Enable collisions with front domain border

Type

boolean, default False

use_collision_border_left

Enable collisions with left domain border

Type

boolean, default False

use_collision_border_right

Enable collisions with right domain border

Type

boolean, default False

use_collision_border_top

Enable collisions 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_diffusion

Enable fluid diffusion settings (e.g. viscosity, surface tension)

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