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Hello everybody and welcome to the first video on the fluid simulation.
We're gonna be jumping into man's flow and learning the very basics of how the simulation works how
to enable it and how to render out a animation using Manta flow.
So to create a fluid simulation you need two different objects.
You need a domain object which is the bounding box of the fluid simulation.
The fluid will not be able to leave that bounding box and you also need a flow object which will bring
fluid into your scene or it will be the object itself as the fluid let's get started by adding in those
two objects.
The first one is going to be the domain which is going to be this cube.
So I'm going to scale up this cube pressing s and dragging it up so it's sitting on the great floor
just like that and then I'll press us an X and scale at all in the X so we get sort of a rectangle.
Now let's go ahead and add in our fluid object.
In this case I'm gonna press shift day and go over to mesh and then add an AUV sphere.
If we present and go into wireframe we will be able to see inside our cube.
I'm going to scale up this GV sphere by pressing us and then I'll hit g z and drag it upwards.
Now let's go over to the physics tab.
That tab is located on the right side and it looks like a circle it's this one right here and you will
see an option for fluid.
Let's go ahead and turn that on since we have the flow objects selected.
We need to set the type over to flow currently the flow type is set to smoke the smoke simulation and
the fluid simulation are now combined into one simulation and we can switch between them by selecting
this option here and changing it over to the liquid the flow behavior is currently set to geometry.
What this means is that the movie sphere will just be a ball of fluid and it will fall and crash down.
If this is set to inflow it will constantly add fluid in the shape of our U V sphere.
We also have an option for outflow which we'll talk about in a later video but this will take away fluid.
We're going to leave it on geometry because I just want the ruby sphere as the fluid.
Now let's go ahead and select our domain which is this cube.
We'll select fluid and set the type over to domain the domain type is currently set to gas.
We need to set this over to liquid.
And here we can see all of the different settings for manta flow.
There are currently a lot of different values and settings that you can tweak.
We'll be going through each one of these in a later video.
For now we're just going to stick with the basics.
How this works is you need to bake in two different things.
You first need to bake in the data which is the liquid data and then you can bake in the mess down here.
You can also baking particles but for this basic tutorial we're not going to touch those underneath
the cash.
We have an output folder of where the cache baking data will go to.
If you were to bake in the data and close blender and reopen up the project later you won't see the
bake because currently this folder right here is a temporary folder which means it will get deleted
once you close blender to actually save the data.
You need to set a custom folder so if I click on this button here I can navigate to a custom folder
of where I want to save my cash.
I'm just going to cancel that for now since I don't really want to do that.
Now let's go ahead and bake in a simulation.
The resolution division's controls how good the simulation will look and we'll just leave it at the
default values and then click on bake data.
You can see down here it's starting to bake with the introduction to Manzanillo below.
If I cancel this bake we can see there's an option to resume the bake in previous versions of Blender
this was not a thing and you had to restart the baking but now with mad to flow all I have to do is
click resume and we can see here it's starting to bake all the way up to a value of 50.
The reason it's at 50 is because the end frame in the cache settings is set to 50.
I can set this to a higher number like 100 and you can see there is now a resume option.
I'm just gonna leave it at 50 though.
Now we have the particles for our fluid and this is looking pretty good but there's no mesh.
The reason for that is because we need to enable the mesh down here and bake in the mesh down here.
The upper US factor is determining how high rez the upper is will be.
Basically it takes this value of the resolution and multiplies it.
Currently it's set to 2 and I'm just gonna bring this down to 1 2 it makes a little bit faster then
we can click on a bake mesh and we can see down here it's starting to bake.
Once it reaches 50 we will be able to proceed go back into solid view and hit the spacebar to play our
simulation.
So there you go that is the very basics of how the fluid simulation works.
In later videos we will jump into the settings and learn all of the different values and how they affect
the simulation.
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