Hello There! I'm quite a beginner at Blender and have a question. I was able to achieve color mixing with the attribute node and now I want to try color mixing combined with variable viscosity. So I think I have to add another attribute node with the name flip_viscosity but I don't know what I have to connect the fac-output to. Didn't find any help or tutorial unfortunately. Do you have an idea? Cheers!
Interesting project! The variable viscosity works in the simulation part and is not accessable as node for a shader setup. You will find a viscosity mix asset in the assets library. Let us know if you need support with setting up things.
You would nee to select the fluid_surface object, and then click the physic-properties-panel to find a material-dropdownbox. Or you use the assets browser to drag-and-drop shaders to your fluid_surface.@@williamminnaar6311
Is it possible to move the domain area during simulation? For example if an object travel a long distance so the simulation always occur around that object only?
No that’s not possible. You could fake that by using a gravity in a specific direction while your objects keeps being on the same place. An other thing you could try is to use a meshing volume object inside a bigger domain. But it will need a high resolution as well .
Yeah man, you don't get any motion blur from the the fluid unless you do it with the addon's geometry node initialization. The usual motion blur setting for blender will create blur for objects, but does not work for the fluid itself.
@@FLIPFluids but, is the velocity of the points (of the geometry) also taken out with GN or do you do it externally and then pass it as an attribute to GN?
@@tebitosan9771 The simulator generates and exports the vertex velocities to the simulation cache and this is imported into the addon as an attribute named 'flip_velocity'. The GN setup takes the 'flip_velocity' attribute as an input, optionally scales the velocities for more/less blur, and then stores the attribute under the attribute name 'velocity'. If a 'velocity' attribute exists on a mesh, Blender will use this in the render for motion blur.
Hello, I have an error message Flip Fluid: Possible Render Crash Warning:” I don't understand because I have Blender 3.5 which has almost no Addons to install Who could cause conflict issues? And I also have Blender 3.6, which is full of Addons And yet in the two different blenders I have the same error message Isn't it easy to have to understand everything without English? There is no other person on the Internet who has posted an image of this error message I really do not know what to do !! Yesterday I did a test, and I didn't see any problems? I used the Flip Fluid Presets… But I only did one test!!!
A render crash warning is not a bug or issue with your system. This comes from issues with blender when rendering. You could enable stable rendering from the addons menu. If nothing helps or there are any questions please use our support form or send us an email for better support.
Oh yeah, perfect!
thanks vary much
Hello! How can i make objects swim, just like in this simulation?
Here is a tutorial about this tricks: ruclips.net/video/JyfMQ6RX6nA/видео.html
Hello There! I'm quite a beginner at Blender and have a question. I was able to achieve color mixing with the attribute node and now I want to try color mixing combined with variable viscosity. So I think I have to add another attribute node with the name flip_viscosity but I don't know what I have to connect the fac-output to. Didn't find any help or tutorial unfortunately. Do you have an idea? Cheers!
Interesting project! The variable viscosity works in the simulation part and is not accessable as node for a shader setup.
You will find a viscosity mix asset in the assets library. Let us know if you need support with setting up things.
怎样才能消除边框的接缝呢,比如一个大的水面上只模拟部分区域
ow can I eliminate the seams of borders, for example, only simulating a portion of a large water surface?
You can use a blend texture to soften the edges. And you can make the areas at the domain edge disappear (must be set before the simulation)
Hello there - Do you have a tutorial on working with FF Materials? please :)
What exact do you mean.. how to setup the materials or how to create them?
@@FLIPFluidsHi there - Yes, how to add materials to the Fluid? I am quite new to Blender - I'm a 3d Max user, but trying to move to Blender :)
You would nee to select the fluid_surface object, and then click the physic-properties-panel to find a material-dropdownbox.
Or you use the assets browser to drag-and-drop shaders to your fluid_surface.@@williamminnaar6311
@@FLIPFluidsThank you 😊
Hi Iam having a problem when I pressed initialize motion blur it says possible render crash warning what should I do please help me 🙏
It’s just a hint that we recommend to use CMD Based rendering, as rendering out of Blender can result in errors and crashes
Is it possible to move the domain area during simulation? For example if an object travel a long distance so the simulation always occur around that object only?
No that’s not possible. You could fake that by using a gravity in a specific direction while your objects keeps being on the same place. An other thing you could try is to use a meshing volume object inside a bigger domain. But it will need a high resolution as well .
Is there any difference between using this and the regular motion blur in the Render Properties ?
Yeah man, you don't get any motion blur from the the fluid unless you do it with the addon's geometry node initialization. The usual motion blur setting for blender will create blur for objects, but does not work for the fluid itself.
but how does blender know to use the flip_velocity attribute to generate the motion blur?
Using geometry nodes.
@@FLIPFluids but, is the velocity of the points (of the geometry) also taken out with GN or do you do it externally and then pass it as an attribute to GN?
@@tebitosan9771 The simulator generates and exports the vertex velocities to the simulation cache and this is imported into the addon as an attribute named 'flip_velocity'. The GN setup takes the 'flip_velocity' attribute as an input, optionally scales the velocities for more/less blur, and then stores the attribute under the attribute name 'velocity'. If a 'velocity' attribute exists on a mesh, Blender will use this in the render for motion blur.
The biggest Problem is the Mapping. That's something Houdini can do. The Surface UV Mapping works. Will you change it for Blender in the future?
This is requested many times and unfortunately not easy to implement. We are working on some other things with a higher priority actually.
Hello, I have an error message
Flip Fluid: Possible Render Crash Warning:”
I don't understand because I have Blender 3.5 which has almost no Addons to install
Who could cause conflict issues?
And I also have Blender 3.6, which is full of Addons
And yet in the two different blenders I have the same error message
Isn't it easy to have to understand everything without English?
There is no other person on the Internet who has posted an image of this error message
I really do not know what to do !!
Yesterday I did a test, and I didn't see any problems?
I used the Flip Fluid Presets… But I only did one test!!!
A render crash warning is not a bug or issue with your system. This comes from issues with blender when rendering. You could enable stable rendering from the addons menu. If nothing helps or there are any questions please use our support form or send us an email for better support.