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Fluid Hints

Some useful hints about fluid simulation in Blender:

  • Don’t be surprised, but you’ll get whole bunch of mesh (.bobj.gz) files after a simulation. One set for preview, and another for final. Each set has a .gz file for each frame of the animation. Each file contains the simulation result - so you’ll need them.
  • Currently these files will not be automatically deleted, so it is a good idea to e.g. create a dedicated directory to keep simulation results. Doing a fluid simulation is similar to clicking the ANIM button - you currently have to take care of organizing the fluid surface meshes in some directory yourself. If you want to stop using the fluid simulation, you can simply delete all the *fluid*.bobj.gz files.
  • Before running a high resolution simulation that might take hours, check the overall timing first by doing lower resolution runs.
  • Fluid objects must be completely inside the bounding box of the domain object. If not, baking may not work correctly or at all. Fluid and obstacle objects can be meshes with complex geometries. Very thin objects might not appear in the simulation, if the chosen resolution is too coarse to resolve them (increasing it might solve this problem).
  • Note that fluid simulation parameters, such as inflow velocity or the active flag can be animated with Fluidsim Ipos (see above).
  • Don’t try to do a complicated scene all at once. Blender has a powerful compositor that you can use to combine multiple animations.
For example, to produce an animation showing two separate fluid flows while keeping your domain small, render one .avi using the one flow. Then move the domain and render another .avi with the other flow using an alpha channel (in a separate B&W .avi?). Then, composite both .avi’s using the compositor’s add function. A third .avi is usually the smoke and mist and it is laid on top of everything as well. Add a rain sheet on top of the mist and spray and you’ll have quite a storm brewing! And then lightning flashes, trash blowing around, all as separate animations, compositing the total for a truly spectacular result.
  • If you’re having trouble, or something isn’t working as you think it should - let me know: send the .blend file and a problem description to nils at thuerey dot de. Please check these wiki pages and the blenderartists-forum before sending a mail!

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This is the old manual!
For the current 2.7x manual see

User Manual

World and Ambient Effects


World Background

Ambient Effects

Stars (2.69)

Game Engine


Introduction to the Game Engine
Game Logic Screen Layout


Logic Properties and States
The Logic Editor


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


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


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

Property Editing

Game States



Camera Editing
Stereo Camera
Dome Camera




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

Framerate and Profile
Level of Detail

Python API

Bullet physics


Standalone Player
Licensing of Blender Game

Android Support

Android Game development