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Controlling the fluid volume

To control the volume of the fluid simulation, you can set objects in the scene to add or absorb fluid within the Fluid Domain.

Inflow

Fluid inflow settings

This object will put fluid into the simulation, like a water tap.

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)

Inflow velocity
Speed of the fluid that is created inside of the object.
Local Coords/Enable
Use local coordinates for the inflow. This is useful if the inflow object is moving or rotating, as the inflow stream will follow/copy that motion. If disabled, the inflow location and direction do not change.
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).


Outflow

Fluid outflow settings

Any fluid that enters the region of this object will be deleted (think of a drain or a black hole). This can be useful in combination with an inflow to prevent the whole domain from filling up. When enabled, this is like a tornado (waterspout) or “wet vac” vacuum cleaner, and the part where the fluid disappears will follow the object as it moves around.

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)

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).


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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