

Cach each frame externally as an OpenVDB file for volumes and density grids.Cach each frame externally as a C4D file for meshes and particle simulations.The mesher objects settings are also available from with the particle based solvers for caching out Mesh objects.Ĭache simulations internally in the C4D file or externally to disk.You can also use the Mesher object with regular C4D polygon objects to get an interesting meshed edges look.You can override this to set a custom cell size to get finer detail. By default it will use the Solvers cell size.Various meshing algorithms to help your sim look more fluid like. These solvers must be in Particle mode, set from the Display Tab. Place a FLIP, APIC or PIC solver underneath the mesher to generate a mesh.Buttons to hide/show emitters and colliders used in your scene.Helper buttons to the scene object to add sample fluid emitters to the scene. Buttons to easily add solvers to your scene.Just make sure you set the Jet Fluids Collider to be Dynamic.

Add a C4D RigidBody tag to an object, along with a Jet Fluids Collider Tag, and drop objects into your fluids.Note that Mesh based objects are not currently supported for dynamic colliders. Auto - Will create a cube, sphere or cylinder if the object is one of those types, otherwise will generate a mesh.Invert the normals so that fluid stays within the object itself.Set an initial velocity for the emitted fluid.Emitters can inherit velocity from moving objects, such as rigid bodies or animation nulls and objects.Animate emitter direction and velocity in Single Shot, Pulse or Continous mode.PCI SPH - Predictive Corrective Incompressible Smoothed Particle Hydrodynamics.Can be placed anywhere in your scene and is not restricted to a bounding box.Particle simulation that outputs particle points by default.Grid based simulation that outputs particle points by default.If cached internally it will only have a 'density' grid. When cached externally the vdb files will contain 'density' and 'temperature' grids.Just enable the 'Force Only' checkbox on the emitter. Apply force using objects in your scene via an emitter.Grid based solver that defines surface of the liquid using signed-distance field.
