I have a literal Blender fluid simulation. I’m struggling to get the fluid to settle back down after being thrown around by a blade and vortex force field. It also seems to increase in volume over time. Decreasing the particle radius to .7 has helped, but any smaller it flies through the jar. I have an effector thickness on the jar of .004m and sampling dubsteps of the jar around 3-5 steps. Do substeps of stationary effector help the liquid not fall threw? And do substeps make the liquid tend to hang on the surface a little more? Also, if a sim is running well at 32 resolution and .7 particle radius. Is it possible that I may not need to run the smaller particle radius at higher resolution?

  • $\begingroup$ There can be two containers one that is rendered and seen in your final image and one that is [thicker] and used for the fluid simulation obstacle. $\endgroup$ May 25, 2021 at 15:22
  • $\begingroup$ The thicker obstacle is not rendered. That is a single click option in Blender. The thicker obstacle may contain the fluid better. $\endgroup$ May 25, 2021 at 15:35
  • $\begingroup$ Got it, thank you. That's exactly what I ended up doing! Now I just need to figure out how to fluid particle instances keyframed to an .abc file. If I simply export them using the checkbox (include particles) each particle comes in to Keyshot as its own animation(thousands) and they all start on frame 1. I saw some Python scripts for v2.8, but they didn't run in 2.9 and I know almost nothing about Python coding. I wish there were an Add On specifically for this. Maybe I am just better off learning to rendering in Blender. $\endgroup$
    – bock03
    Jul 16, 2021 at 17:22


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