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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.

Volume initialization type
  • Volume will initialize the inner part of the object as fluid. This works only for closed objects.
  • Shell will initialize only a thin layer for all faces of the mesh. This also works for non closed meshes.
  • Both combines volume and shell - the mesh should also be closed. See the picture below.
Example of the different volume init types: Volume, Shell and Both (the shell is usually slightly larger than the inner volume)

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.
Example of the different boundary types for a drop falling onto the slanted wall. From left to right: no-slip, part-slip 0.3, part-slip 0.7 and free-slip.

Animated Mesh/Export
Click this button if the mesh is animated (e.g. deformed by an armature, shape keys or a lattice). Note that this can be significantly slower, and is not required if the mesh is animated with position or rotation Ipos (i.e. only object transformations).
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.

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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
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-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
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-Edit Object Actuator
-Game Actuator
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-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