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 4

adapt_threshold#

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

Type:

float in [0, 1], default 0.02

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 1.0

beta#

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

Type:

float in [-5, 5], default 1.0

burning_rate#

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

Type:

float in [0.01, 4], default 0.75

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 (last frame baked)

Type:

int in [-1048574, 1048574], default 250

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 (first frame baked)

Type:

int in [-1048574, 1048574], default 1

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:

mathutils.Vector of 3 items in [-inf, inf], default (0.0, 0.0, 0.0), (readonly)

cfl_condition#

Maximal velocity per cell (greater CFL numbers will minimize the number of simulation steps and the computation time.)

Type:

float in [0, 10], default 2.0

clipping#

Value under which voxels are considered empty space to optimize rendering

Type:

float in [0, 1], default 1e-06

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)

color_ramp_field#

Simulation field to color map

Type:

enum in [‘NONE’], default ‘NONE’

color_ramp_field_scale#

Multiplier for scaling the selected field to color map

Type:

float in [0.001, 100000], default 1.0

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.

  • CLOSEST Closest – No interpolation.

Type:

enum in [‘LINEAR’, ‘CUBIC’, ‘CLOSEST’], default ‘LINEAR’

display_thickness#

Thickness of smoke display in the viewport

Type:

float in [0.001, 1000], default 1.0

dissolve_speed#

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

Type:

int in [1, 10000], default 5

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 1.5

flame_max_temp#

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

Type:

float in [1, 10], default 3.0

flame_smoke#

Amount of smoke created by burning fuel

Type:

float in [0, 8], default 1.0

flame_smoke_color#

Color of smoke emitted from burning fuel

Type:

mathutils.Color of 3 items in [0, inf], default (0.7, 0.7, 0.7)

flame_vorticity#

Additional vorticity for the flames

Type:

float in [0, 2], default 0.5

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 0.97

fluid_group#

Limit fluid objects to this collection

Type:

Collection

force_collection#

Limit forces to this collection

Type:

Collection

fractions_distance#

Determines how far apart fluid and obstacle are (higher values will result in fluid being further away from obstacles, smaller values will let fluid move towards the inside of obstacles)

Type:

float in [-5, 5], default 0.5

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 0.05

gravity#

Gravity in X, Y and Z direction

Type:

mathutils.Vector of 3 items in [-1000.1, 1000.1], default (0.0, 0.0, -9.81)

gridlines_cell_filter#

Cell type to be highlighted

  • NONE None – Highlight the cells regardless of their type.

  • FLUID Fluid – Highlight only the cells of type Fluid.

  • OBSTACLE Obstacle – Highlight only the cells of type Obstacle.

  • EMPTY Empty – Highlight only the cells of type Empty.

  • INFLOW Inflow – Highlight only the cells of type Inflow.

  • OUTFLOW Outflow – Highlight only the cells of type Outflow.

Type:

enum in [‘NONE’, ‘FLUID’, ‘OBSTACLE’, ‘EMPTY’, ‘INFLOW’, ‘OUTFLOW’], default ‘NONE’

gridlines_color_field#

Simulation field to color map onto gridlines

  • NONE None – None.

  • FLAGS Flags – Flag grid of the fluid domain.

  • RANGE Highlight Range – Highlight the voxels with values of the color mapped field within the range.

Type:

enum in [‘NONE’, ‘FLAGS’, ‘RANGE’], default ‘NONE’

gridlines_lower_bound#

Lower bound of the highlighting range

Type:

float in [-inf, inf], default 0.0

gridlines_range_color#

Color used to highlight the range

Type:

float array of 4 items in [0, inf], default (1.0, 0.0, 0.0, 1.0)

gridlines_upper_bound#

Upper bound of the highlighting range

Type:

float in [-inf, inf], default 1.0

guide_alpha#

Guiding weight (higher value results in greater lag)

Type:

float in [1, 100], default 2.0

guide_beta#

Guiding size (higher value results in larger vortices)

Type:

int in [1, 50], default 5

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 2.0

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 ‘FULLSAMPLE’

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 0.4

mesh_concave_upper#

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

Type:

float in [0, 10], default 3.5

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 2.0

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 2

mesh_smoothen_neg#

Negative mesh smoothening

Type:

int in [0, 100], default 1

mesh_smoothen_pos#

Positive mesh smoothening

Type:

int in [0, 100], default 1

noise_pos_scale#

Scale of noise (higher value results in larger vortices)

Type:

float in [0.0001, 10], default 2.0

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 2

noise_strength#

Strength of noise

Type:

float in [0, 10], default 1.0

noise_time_anim#

Animation time of noise

Type:

float in [0.0001, 10], default 0.1

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 fluid particles and grids (lower bit values reduce file size)

Type:

enum in [‘NONE’], default ‘NONE’

particle_band_width#

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

Type:

float in [0, 1000], default 3.0

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 16

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 8

particle_number#

Particle number factor (higher value results in more particles)

Type:

int in [1, 5], default 2

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 1.0

particle_randomness#

Randomness factor for particle sampling

Type:

float in [0, 10], default 0.1

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 1

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 32

show_gridlines#

Show gridlines

Type:

boolean, default False

show_velocity#

Visualize vector fields

Type:

boolean, default False

simulation_method#

Change the underlying simulation method

  • FLIP FLIP – Use FLIP as the simulation method (more splashy behavior).

  • APIC APIC – Use APIC as the simulation method (more energetic and stable behavior).

Type:

enum in [‘FLIP’, ‘APIC’], 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 0.5

slice_per_voxel#

How many slices per voxel should be generated

Type:

float in [0, 100], default 5.0

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 0.5

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 0.6

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 25.0

sndparticle_life_min#

Lowest possible particle lifetime

Type:

float in [0, 10000], default 10.0

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 5.0

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 20.0

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 8.0

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 1.0

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 5.0

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 2.0

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 2

sndparticle_sampling_trappedair#

Maximum number of particles generated per trapped air cell per frame

Type:

int in [0, 10000], default 40

sndparticle_sampling_wavecrest#

Maximum number of particles generated per wave crest cell per frame

Type:

int in [0, 10000], default 200

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 2

start_point#

Start point

Type:

mathutils.Vector 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 behavior)

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 to 1 represents 0 to 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 1.0

timesteps_max#

Maximum number of simulation steps to perform for one frame

Type:

int in [1, 100], default 4

timesteps_min#

Minimum number of simulation steps to perform for one frame

Type:

int in [1, 100], default 1

use_adaptive_domain#

Adapt simulation resolution and size to fluid

Type:

boolean, default False

use_adaptive_timesteps#

Lets the solver automatically decide when to perform multiple simulation steps per frame

Type:

boolean, default True

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 or using a predefined color code

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 True

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 True

use_noise#

Enable fluid noise (using amplification)

Type:

boolean, default False

use_slice#

Perform a single slice of the domain object

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

use_viscosity#

Simulate fluids with high viscosity using a special solver

Type:

boolean, default False

vector_display_type#
  • NEEDLE Needle – Display vectors as needles.

  • STREAMLINE Streamlines – Display vectors as streamlines.

  • MAC MAC Grid – Display vector field as MAC grid.

Type:

enum in [‘NEEDLE’, ‘STREAMLINE’, ‘MAC’], default ‘NEEDLE’

vector_field#

Vector field to be represented by the display vectors

  • FLUID_VELOCITY Fluid Velocity – Velocity field of the fluid domain.

  • GUIDE_VELOCITY Guide Velocity – Guide velocity field of the fluid domain.

  • FORCE Force – Force field of the fluid domain.

Type:

enum in [‘FLUID_VELOCITY’, ‘GUIDE_VELOCITY’, ‘FORCE’], default ‘FLUID_VELOCITY’

vector_scale#

Multiplier for scaling the vectors

Type:

float in [0, 1000], default 1.0

vector_scale_with_magnitude#

Scale vectors with their magnitudes

Type:

boolean, default False

vector_show_mac_x#

Show X-component of MAC Grid

Type:

boolean, default True

vector_show_mac_y#

Show Y-component of MAC Grid

Type:

boolean, default True

vector_show_mac_z#

Show Z-component of MAC Grid

Type:

boolean, default True

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)

velocity_scale#

Factor to control the amount of motion blur

Type:

float in [0, inf], default 1.0

viscosity_base#

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

Type:

float in [0, 10], default 1.0

viscosity_exponent#

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

Type:

int in [0, 10], default 6

viscosity_value#

Viscosity of liquid (higher values result in more viscous fluids, a value of 0 will still apply some viscosity)

Type:

float in [0, 10], default 0.05

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#