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Domain Display Settings
This page documents the domain settings for the FLIP Fluid Display Settings panel. These settings will control how the simulation is displayed in the viewport and rendered.
All parameters in this panel can be set before or after baking a simulation.
Show In Viewport | If disabled, the addon will not load the simulation results into the viewport. Disable to speed up timeline playback when you are working on other areas of your scene. |
Show In Render | If disabled, the addon will not load the simulation results into the render. Disable to speed up render tests when the simulation does not need to be visible. |
Render Display Mode | How to display the fluid surface mesh for rendering. Final Display final mesh quality results. Preview Display preview mesh quality results. None Display nothing |
Viewport Display Mode | How to display the fluid surface mesh in the viewport. Final Display final mesh quality results. Preview Display preview mesh quality results. None Display nothing |
Fluid particle data can be large and slow to load into the frame. From this reason, the preview display is set as the default for the viewport. By setting a low display amount, the fluid can playback quickly - and sometimes much faster than the preview surface mesh.
Tip: For rendering you may want to set the Surface, Boundary, and Interior fluid particles to have the same display amounts. This prevents particles from flickering out between frames as they transition between particles types. In close-up shots, the flickering may be more noticeable compared to shots viewed from a distance.
Render Display Mode | How to display the fluid particles for rendering. Final Display final quality results. Preview Display preview quality results. None Display nothing |
Viewport Display Mode | How to display the fluid particles in the viewport. Final Display final quality results. Preview Display preview quality results. None Display nothing |
Surface Display Amount (Final) | Amount of total surface fluid particles to display during render. Surface particles are near the fluid surface and border empty air, but are not near the domain boundary. |
Boundary Display Amount (Final) | Amount of total boundary fluid particles to display during render. Boundary particles are located near the the domain boundary. |
Interior Display Amount (Final) | Amount of total interior fluid particles to display during render. Interior particles are within the fluid and are particles that have not been classified as either surface or boundary particles. |
Surface Display Amount (Preview) | Amount of total surface fluid particles to display in the viewport. Surface particles are near the fluid surface and border empty air, but are not near the domain boundary. |
Boundary Display Amount (Preview) | Amount of total boundary fluid particles to display in the viewport. Boundary particles are located near the the domain boundary. |
Interior Display Amount (Preview) | Amount of total interior fluid particles to display in the viewport. Interior particles are within the fluid and are particles that have not been classified as either surface or boundary particles. |
By default, fluid particles are rendered as a Point Cloud object that is generated in a Geometry Nodes modifier. This section contains settings to adjust the particle scale and motion blur settings.
For more settings, see the Geometry Node modifier on the fluid_particles object.
Custom Geometry Node Notes: If you would like to customize the geometry node setup, we do not recommend directly editing the geometry nodes modifier created by the FLIP Fluids addon. Instead, a new geometry nodes modifier should be added to the bottom of the modifier stack.
EEVEE Support Notes: The EEVEE render engine does not current support rendering Point Cloud objects. For rendering particles in EEVEE, use the Enable Particle Instancing option to convert the whitewater meshes to instanced icospheres. However, rendering a large amount of particles in EEVEE can be very slow and use more resources compared to the Cycles render engine.
Related Topic: Setting up Motion Blur Rendering
Render Display Mode | How to display the whitewater particles for rendering. Final Display final quality results. Preview Display preview quality results. None Display nothing |
Viewport Display Mode | How to display the whitewater particles in the viewport. Final Display final quality results. Preview Display preview quality results. None Display nothing |
Foam Display % (Final) | The percentage of foam particles to display when the display mode is set to Final. |
Bubble Display % (Final) | The percentage of bubble particles to display when the display mode is set to Final. |
Spray Display % (Final) | The percentage of spray particles to display when the display mode is set to Final. |
Dust Display % (Final) | The percentage of dust particles to display when the display mode is set to Final. |
Foam Display % (Preview) | The percentage of foam particles to display when the display mode is set to Preview. |
Bubble Display % (Preview) | The percentage of bubble particles to display when the display mode is set to Preview. |
Spray Display % (Preview) | The percentage of spray particles to display when the display mode is set to Preview. |
Dust Display % (Preview) | The percentage of dust particles to display when the display mode is set to Preview. |
By default, whitewater particles are rendered as Point Cloud objects that are generated in a Geometry Nodes modifier. This section contains settings to adjust the particle scale and motion blur settings for each whitewater particle type.
For more settings, see the Geometry Node modifier on the whitewater_foam, whitewater_bubble, whitewater_spray, whitewater_dust objects.
Custom Geometry Node Notes: If you would like to customize the geometry node setup, we do not recommend directly editing the geometry nodes modifier created by the FLIP Fluids addon. Instead, a new geometry nodes modifier should be added to the bottom of the modifier stack.
EEVEE Support Notes: The EEVEE render engine does not current support rendering Point Cloud objects. For rendering particles in EEVEE, use the Enable Particle Instancing option to convert the whitewater meshes to instanced icospheres. However, rendering a large amount of particles in EEVEE can be very slow and use more resources compared to the Cycles render engine.
Related Topics:
- Setting up Motion Blur Rendering
- Whitewater Rendering Tips