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I want to have a fluid simulation with a controllable output direction, similar to a water gun. How can I accomphish this?

Reference image: https://www.gannett-cdn.com/-mm-/b510152d57df004945f4582cd19828a87c81681e/c=6-0-2555-1440/local/-/media/2015/05/29/RenoGroup/RGJ/635684613849077376-Splatoon-Weapons.jpg https://pa1.narvii.com/6630/7ed008baca03faa8f41bede9d638d4c62f1a0e98_hq.gif Note how there is an "explosion'" of liquid at the base of the gun, and a "shot" coming from the center.

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Here is a crude example to improve upon -- a "water gun" blend file. I use several components:

  1. I select the Cylinder for the Geometry (initial burst of water) and use Object -> Quick Effects -> Fluid, and edit the initial velocity to be some large number in the correct direction.
  2. I duplicate that Cylinder and change the Flow Behaviour to Inflow, also with a large initial velocity
  3. I duplicate a cylinder, change it to be and Effector -> Collision type as the "gun barrel. Not I need at least a 0.5 surface thickness for it to be effective (bug in blender IMHO), and therefore also scale it to be a bit larger to contain and direct the liquid flow. I also Edit the Collision cylinder to remove one end face where the liquid will come out.

I then make the Collision the Parent object of the fluid Geometry and Inflow objects, so I can then animate the Barrel (move, rotate) as needed. I also need to make the Liquid Domain large enough as needed for the distance the liquid will travel. I played around a bit with Flip particle radius and Resolution Divisions to be adequate, as also with the Sampling Sub-steps on the three objects.

Enjoy.

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  • $\begingroup$ I will try this out ltr when i have time ty $\endgroup$ Oct 18 '21 at 21:42

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