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Fluid Appendix

Limitations & Workarounds

  • One domain per blender file (as of Version 2.42), but you can have multiple fluid objects.
Workaround: For previews, move the domain around to encompass each fluid flow part, and then for final, scale up the size of the domain to include all fluid objects (but computation will take longer). This is actually a benefit, because it lets you control how much compute time is used, by varying the size and location of the domain.
  • If the setup seems to go wrong, make sure all the normals are correct (hence, enter Edit mode, select all, and recalculate normals once in a while).
  • Currently there’s a problem with zero gravity simulation - simply select a very small gravity until this is fixed.
  • If an object is initialized as Volume, it has to be closed and have an inner side (a plane won’t work). To use planes, switch to Shell, or extrude the plane.
  • Blender freezes after clicking BAKE. Pressing Esc makes it work again after a while - this can happen if the resolution is too high and memory is swapped to hard disk, making everything horribly slow. Reducing the resolution should help in this case.
  • Blender crashes after clicking BAKE - this can happen if the resolution is really high and more than 2GB are allocated, causing Blender to crash. Reduce the resolution. Many operating systems limit the total amount of memory that can be allocated by a process, such as Blender, even if the machine has more memory installed. Sux…
  • The meshes should be closed, so if some parts of e.g. a fluid object are not initialized as fluid in the simulation, check that all parts of connected vertices are closed meshes. Unfortunately, the Suzanne (monkey) mesh in Blender is not a closed mesh (the eyes are separate).
  • If the fluid simulation exits with an error message (stating e.g. that the “init has failed”), make sure you have valid settings for the domain object, e.g. by resetting them to the defaults.
  • You may not be able to bake a fluid that takes more than 1GB, not even with the LargeAddressAware build - it might be a limitation of the current fluid engine.
  • Note that first frame may well take only a few hundred MBs of RAM memory, but latter ones go over one GB, which may be why your bake fails after awhile. If so, try to bake one frame at the middle or end at full res so you’ll see if it works.
  • Memory used doubles when you set surface subdivision from 1 to 2.
  • Using “generate particles” will also add memory requirements, as they increase surface area and complexity. Ordinary fluid-sim generated particles probably eat less memory.


See also

to do
 check these links, make sure they are compatible with Blender 2.6

External links

to do
 check these links, make sure they are compatible with Blender 2.6
Learn the basics of how to set up a fluid simulation in Blender with an obstacle.
Very easy to understand video-tutorial to fluid simulation newcomers. Also covers some of the most common pitfalls.



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This is the old manual!
For the current 2.7x manual see http://www.blender.org/manual/


User Manual

World and Ambient Effects

World

Introduction
World Background

Ambient Effects

Mist
Stars (2.69)


Game Engine

Introduction

Introduction to the Game Engine
Game Logic Screen Layout

Logic

Logic Properties and States
The Logic Editor

Sensors

Introduction to Sensors
Sensor Editing
Common Options
-Actuator Sensor
-Always Sensor
-Collision Sensor
-Delay Sensor
-Joystick Sensor
-Keyboard Sensor
-Message Sensor
-Mouse Sensor
-Near Sensor
-Property Sensor
-Radar Sensor
-Random Sensor
-Ray Sensor
-Touch Sensor

Controllers

Introduction
Controller Editing
-AND Controller
-OR Controller
-NAND Controller
-NOR Controller
-XOR Controller
-XNOR Controller
-Expression Controller
-Python Controller

Actuators

Introduction
Actuator Editing
Common Options
-2D Filters Actuator
-Action Actuator
-Camera Actuator
-Constraint Actuator
-Edit Object Actuator
-Game Actuator
-Message Actuator
-Motion Actuator
-Parent Actuator
-Property Actuator
-Random Actuator
-Scene Actuator
-Sound Actuator
-State Actuator
-Steering Actuator
-Visibility Actuator

Game Properties

Introduction
Property Editing

Game States

Introduction

Camera

Introduction
Camera Editing
Stereo Camera
Dome Camera

World

Introduction

Physics

Introduction
Material Physics
No Collision Object
Static Object
Dynamic Object
Rigid Body Object
Soft Body Object
Vehicle Controller
Sensor Object
Occluder Object

Path Finding

Navigation Mesh Modifier

Game Performance

Introduction
System
Display
Framerate and Profile
Level of Detail

Python API

Introduction
Bullet physics
VideoTexture

Deploying

Standalone Player
Licensing of Blender Game

Android Support

Android Game development