4
$\begingroup$

I need to know which mathematical models Blender uses during rigid body simulation and fluid simulation (e.g. Lattice Boltzmann).

Is there something like that in the Blender manual or do I need to search in other "technical" manuals?

$\endgroup$
  • $\begingroup$ For some areas of Blender there are additional information in the Wiki, e.g. for Cycles. However for rigid body simulations and fluid simulations you will have to look at the source code. For the rigid body simulation this answer should point you to the relevant files and for the fluid simulation (2.82 and beyond) you would need to look at mantaflow and its integration in Blender. $\endgroup$ – Robert Gützkow Jan 7 at 10:01
4
$\begingroup$

Rigid bodies

There is no mention of the underlying physics engine in the manual for the current version v2.81.

However, up until version 2.79, Blender used to have also a Game Engine, which shared the same physics with the general Rigid Body World used for animation. Its manual gave more away in terms of the underlying engine:

Blender includes advanced physics simulation in the form of the Bullet Physics Engine (Bullet Physics). Most of your work will involve setting the right properties on the objects in your scene, then you can sit back and let the engine take over.

As far as I can tell, Blender still uses Bullet. Unfortunately, the Bullet documentation doesn't explain things from the first principles up: it rather explains the settings, API and examples.

Liquids

The current (up to Blender 2.81) fluid engine is based on Lattice Boltzmann (LBM) through the elbeem library.

However, it is being replaced (version 2.82) by a new fluid engine, Mantaflow.

| improve this answer | |
$\endgroup$
  • 1
    $\begingroup$ Rigid bodies do indeed still use Bullet. $\endgroup$ – Robert Gützkow Jan 7 at 11:27

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.