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Inflow Object Settings

Ryan Guy edited this page Mar 29, 2021 · 22 revisions

Inflow objects are emit fluid into the domain continuously. Inflow objects must be Blender mesh objects and must be Manifold in order to work correctly and predictably within the FLIP Fluids simulator. If the mesh object is animated, the mesh must not change topology between frames. This means that the mesh vertices are always connected to the same neighbouring vertices.

Parameters

Enabled Whether the object is active and emitting fluid into the simulation domain.
Substep Emissions Number of times fluid is emitted from the inflow per simulation substep. Increase to reduce stuttering fluid artifacts with fast moving keyframed/animated inflow objects.

Inflow Velocity

Inflow Velocity Mode The method in which the velocity of the emitted fluid will be set.
Manual
    Set the inflow velocity vector manually.
Axis
    Set the inflow velocity in the direction of the object's local X, Y, or Z axis.
Target
    Set the inflow velocity vector towards a target object.
Inflow Velocity The inflow velocity vector (in m/s). This setting is only available if the Inflow Velocity Mode is set to Manual.
Inflow Speed The inflow fluid speed towards the target object (in m/s). This setting is only available if the Inflow Velocity Mode is set to Axis or Target.
Target Object The target object that will be used to calculate the fluid velocity direction. This setting is only available if the Inflow Velocity Mode is set to Target.
Notes: Target objects may be located outside of the simulation domain. Empty objects may be used as target objects. If the target object has non-zero size, the fluid velocity will be directed towards the center of the target bounding box.
Export Animated Target Export the target object mesh as an animated one. This setting is only available if the Inflow Velocity Mode is set to Target.
TIP: Animated objects can be slower to export, so use this option only if necessary, such as for armatures or parented objects. Objects with keyframed position/rotation/scale do not require this option to be enabled.
Add Object Velocity to Inflow Add the object velocity to the inflow fluid velocity.
Object Velocity Influence Amount of velocity that is added to the inflow fluid. A value of 1.0 is normal, less than 1.0 will dampen the velocity, greater than 1.0 will exaggerate the velocity, negative values will reverse velocity direction. This setting is only available if the Add Object Velocity to Inflow setting is enabled.
Mesh Type Type of mesh used for the inflow object. Used for calculating object velocities. This setting is only available if the Add Object Velocity to Inflow setting is enabled.
Rigid
    Mesh shape does not change/deform during the animation.
Deformable
    Mesh shape changes/deforms during the animation. Slower to calculate, only use if really necessary.
Constrain Fluid Velocity Force fluid inside of the inflow to match the inflow emission velocity. Enabling this option will allow an inflow to push around fluid when submerged and can also be used to fill up a tank when submerged. Setting low fluid velocity values will have the effect of slowing down fluid emission. See additional notes for applications of this setting.

Mesh Data Export

In the first stage of simulation baking, the addon will begin by exporting all object geometry for the animation. These settings allow for control on how and if the geometry should be exported. These settings are only applicable to the object's mesh geometry and do not apply to the object's options and parameters.

Export Animated Mesh Export the inflow object mesh as an animated one.
TIP: Animated objects can be slower to export, so use this option only if necessary, such as for armatures or parented objects. Objects with keyframed position/rotation/scale do not require this option to be enabled.
Skip re-export If enabled, the addon will skip re-exporting this mesh when starting or resuming a bake. If this mesh has not been exported or is missing files, the addon will automatically export the required files.
Notes: Animated mesh export can slow down the export stage if the mesh is complex and contains a lot of geometry. Skipping mesh export for animated meshes will speed up export and help your simulation start quicker. If your animated mesh geometry or motion has changed, you will need to disable this option or force the object to export so that the addon will re-export the mesh geometry.
Force Re-Export On Next Bake When enabled, this option will force the addon to re-export the object’s mesh data the next time that the user bakes or resumes the simulation. This option overrides the Skip Re-Export option. After the object has been re-exported, the force export option will be automatically disabled so that subsequent bakes will continue skipping the mesh for export. This option is only applicable if the Skip Re-Export option is enabled.
TIP: Useful for if you have a complex animation or object with a lot of geometry with the Skip Re-Export option enabled to save time during export. Use this option if you make an change to your mesh geometry and want to easily mark the object to update the next time you bake/resume the simulation.
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