FluidFlowSettings(bpy_struct)#

base class — bpy_struct

class bpy.types.FluidFlowSettings(bpy_struct)#

Fluid flow settings

density#
Type:

float in [0, 10], default 1.0

density_vertex_group#

Name of vertex group which determines surface emission rate

Type:

string, default “”, (never None)

flow_behavior#

Change flow behavior in the simulation

  • INFLOW Inflow – Add fluid to simulation.

  • OUTFLOW Outflow – Delete fluid from simulation.

  • GEOMETRY Geometry – Only use given geometry for fluid.

Type:

enum in [‘INFLOW’, ‘OUTFLOW’, ‘GEOMETRY’], default ‘GEOMETRY’

flow_source#

Change how fluid is emitted

Type:

enum in [‘NONE’], default ‘NONE’

flow_type#

Change type of fluid in the simulation

  • SMOKE Smoke – Add smoke.

  • BOTH Fire + Smoke – Add fire and smoke.

  • FIRE Fire – Add fire.

  • LIQUID Liquid – Add liquid.

Type:

enum in [‘SMOKE’, ‘BOTH’, ‘FIRE’, ‘LIQUID’], default ‘SMOKE’

fuel_amount#
Type:

float in [0, 10], default 1.0

noise_texture#

Texture that controls emission strength

Type:

Texture

particle_size#

Particle size in simulation cells

Type:

float in [0.1, inf], default 1.0

particle_system#

Particle systems emitted from the object

Type:

ParticleSystem

smoke_color#

Color of smoke

Type:

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

subframes#

Number of additional samples to take between frames to improve quality of fast moving flows

Type:

int in [0, 200], default 0

surface_distance#

Controls fluid emission from the mesh surface (higher value results in emission further away from the mesh surface

Type:

float in [0, 10], default 1.5

temperature#

Temperature difference to ambient temperature

Type:

float in [-10, 10], default 1.0

texture_map_type#

Texture mapping type

  • AUTO Generated – Generated coordinates centered to flow object.

  • UV UV – Use UV layer for texture coordinates.

Type:

enum in [‘AUTO’, ‘UV’], default ‘AUTO’

texture_offset#

Z-offset of texture mapping

Type:

float in [0, 200], default 0.0

texture_size#

Size of texture mapping

Type:

float in [0.01, 10], default 1.0

use_absolute#

Only allow given density value in emitter area and will not add up

Type:

boolean, default True

use_inflow#

Control when to apply fluid flow

Type:

boolean, default True

use_initial_velocity#

Fluid has some initial velocity when it is emitted

Type:

boolean, default False

use_particle_size#

Set particle size in simulation cells or use nearest cell

Type:

boolean, default True

use_plane_init#

Treat this object as a planar and unclosed mesh. Fluid will only be emitted from the mesh surface and based on the surface emission value.

Type:

boolean, default False

use_texture#

Use a texture to control emission strength

Type:

boolean, default False

uv_layer#

UV map name

Type:

string, default “”, (never None)

velocity_coord#

Additional initial velocity in X, Y and Z direction (added to source velocity)

Type:

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

velocity_factor#

Multiplier of source velocity passed to fluid (source velocity is non-zero only if object is moving)

Type:

float in [-100, 100], default 1.0

velocity_normal#

Amount of normal directional velocity

Type:

float in [-100, 100], default 0.0

velocity_random#

Amount of random velocity

Type:

float in [0, 10], default 0.0

volume_density#

Controls fluid emission from within the mesh (higher value results in greater emissions from inside the mesh)

Type:

float in [0, 1], 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#