This object will be used as an obstacle in the simulation. As with a fluid object, obstacle objects currently should not intersect. As for fluid objects, the actual mesh geometry is used for obstacles. For objects with a volume, make sure that the normals of the obstacle are calculated correctly, and radiating properly (use the Subdivision Surface Modifier before baking the simulation could also be a good idea if the mesh is not animated.in mesh edit mode), particularly when using a spinned container. Applying a
- Volume Initialization Type
- See Volume Initialization Type.
- Slip type
Determines the stickiness of the obstacle surface, called “Surface Adhesion”. Surface Adhesion depends in the real world on the fluid and the graininess or friction/adhesion/absorption qualities of the surface.
- No Slip
- Causes the fluid to stick to the obstacle (zero velocity).
- Free Slip
- Allows movement along the obstacle (only zero normal velocity).
- Partial Slip
- Mixes both types, with 0 being mostly no slip, and 1 being identical to free slip.
Note that if the mesh is moving, it will be treated as no slip automatically.
- Animated Mesh/Export
- See Animated Mesh/Export.
- Amount of mixing between no- and free-slip, described above.
- Impact Factor
- Amount of fluid volume correction for gain/loss from impacting with moving objects. If this object is not moving, this setting has no effect. However, if it is and the fluid collides with it, a negative value takes volume away from the Domain, and a positive number adds to it. Ranges from -2.0 to 10.0.