Doc:2.6/Manual/Physics/Fluid/Obstacle
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Fluid Obstacle
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 Flip Normal button, in Edit mode, Mesh Tools panel, Editing context [F9]), particularly when using a spinned container. Applying the Modifier SubSurf before baking the simulation could also be a good idea if the mesh is not animated.
テンプレート:Doc:2.6/Manual/Physics/Fluid/volume init
- Boundary type
- Determines the stickiness of the obstacle surface, called “Surface Adhesion”. Surface Adhesion depends in real-world on the fluid and the graininess or friction/adhesion/absorption qualities of the surface.
- Noslip causes the fluid to stick to the obstacle (zero velocity).
- Free(-slip) allows movement along the obstacle (only zero normal velocity).
- Part(-slip) mixes both types, with 0 being mostly noslip, and 1 being identical to freeslip.
- Note that if the mesh is moving, it will be treated as noslip automatically.
テンプレート:Doc:2.6/Manual/Physics/Fluid/animated mesh export
- PartSlip Amount
- Amount of mixing between no- and free-slip, described above.
Moving obstacles support
Blender supports now moving obstacles. In the past, a moving obstacle was automatically treated as no slip (sticky), so if you wanted to splash off of a moving object, you had to put a transparent plane in the spot where the fluid will hit the moving object, exactly aligned and shaped as the object, to fake the splash. This is not needed anymore. |
- 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, it if 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.