I am trying to become competent with Fluid Domains, trying out various tutorial stuff. Thought I would try to build a simple fountain to learn more about Inflow and Obstacles. Here is the render:


I figured out the timeline issue (I think) i.e. it seems that the fluid sim runs for X seconds (its own internal time) and I need to set X equal to the duration of my clip if I don't want a slo-mo effect.

However, I think there's a scale issue that I don't yet understand: the water droplets seem awfully large and blobby. I kept my fluid domain smallish as recommended by just about everyone, because I didn't want huge render times; and I thought that the .5 meter size shown in the fluid domain parameters indicated how the fluid was scaled within the domain. But my finished render looks more like macro photography, like a very tiny model of a fountain.

Can someone unconfuse me on this point? How can I scale the fluid physics so that droplets, ripples, and other behaviours look right for a given scale of object (like an ornamental fountain maybe 2 or 3 feet tall)?

  • $\begingroup$ sorry, it was an avi file and too large to upload. guess I should have just posted one frame. $\endgroup$
    – Tazling
    Jan 17, 2017 at 5:41

1 Answer 1


After Ray M rewrote my Question headline, the changed wording caused the site search engine to find a similar -- duplicate, actually -- question (Smaller drops in fluid simulation) and this led me to the answer:

Higher resolution will make droplets smaller.

I have therefore done a 2-hour Bake at resolution 200, and am awaiting a multi-hour render to see the result. I think I'm learning that realistic Fluid Sim is very, very expensive in CPU time. [btw thanks Ray :-)]


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