All language subtitles for 01. Domain Fluid Settings

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These are the user uploaded subtitles that are being translated: 1 00:00:00,150 --> 00:00:03,420 Hello everybody and welcome to a new section in this section. 2 00:00:03,420 --> 00:00:08,580 We're going to be looking at the Domain and how it changes how the simulation looks to get started. 3 00:00:08,580 --> 00:00:12,890 Let's go ahead and create a small scene for example with this cube selected. 4 00:00:12,900 --> 00:00:16,220 I'm going to press us to scale and then I'll drag it up. 5 00:00:16,260 --> 00:00:22,580 This is going to be our domain for this demonstration next I'll add in a mesh and then a cube and they'll 6 00:00:22,590 --> 00:00:25,330 present and go into wireframe. 7 00:00:25,410 --> 00:00:27,330 This is going to be our flow object. 8 00:00:27,330 --> 00:00:32,730 So I'm going to move it up along the z axis and then also like the domain and go over to the physics 9 00:00:32,730 --> 00:00:33,640 tab. 10 00:00:33,840 --> 00:00:40,050 If I select fluid I can see there is a type option here there are three different types domain flow 11 00:00:40,080 --> 00:00:43,230 and effector in this video we'll be looking at the Domain. 12 00:00:43,290 --> 00:00:46,530 So let's go ahead and select that in the domain type. 13 00:00:46,530 --> 00:00:50,820 It's currently set to gas which would be fire and smoke since we're dealing with liquid. 14 00:00:50,820 --> 00:00:53,530 We need to change it over to the liquid simulation. 15 00:00:53,940 --> 00:00:57,630 And as you can see there is quite a lot of different settings over here to go through. 16 00:00:57,660 --> 00:01:01,370 Don't worry we'll go through each one and you'll learn exactly what they do. 17 00:01:01,380 --> 00:01:03,870 Let's first start out with the top settings up here. 18 00:01:03,870 --> 00:01:05,910 We have the domain type which we already looked at. 19 00:01:05,910 --> 00:01:10,470 Gas is for fire and smoke and liquid is for the fluid simulation. 20 00:01:10,470 --> 00:01:14,370 The resolution division's controls how good the simulation will look. 21 00:01:14,400 --> 00:01:20,040 The higher you set this to the better it will look but the longer it will take to bake you can go lower 22 00:01:20,130 --> 00:01:25,100 all the way to a value of 24 and this will look really really low poly. 23 00:01:25,200 --> 00:01:31,390 I find that a value of about 256 gives us a really really nice high rez simulation. 24 00:01:31,500 --> 00:01:37,380 For now though we will just leave it at 60 for the time scale controls how fast the simulation will 25 00:01:37,380 --> 00:01:38,070 look. 26 00:01:38,130 --> 00:01:44,250 As you can see on screen there is two different simulations one is a time scale of point five and one 27 00:01:44,250 --> 00:01:50,930 is a time scale of one I've noticed while testing around with the time scale that a value of one the 28 00:01:50,930 --> 00:01:54,350 default value looks really fast for a realistic simulation. 29 00:01:54,350 --> 00:02:00,080 I would probably set the timescale to a value of about point five or point six underneath that we have 30 00:02:00,080 --> 00:02:01,770 the CFL number. 31 00:02:01,790 --> 00:02:07,160 This is a little bit confusing but how this works is it deals with time steps the higher you set this 32 00:02:07,160 --> 00:02:09,500 to the more time steps it will skip. 33 00:02:09,590 --> 00:02:12,010 And what this will do is it will speed up your baking time. 34 00:02:12,020 --> 00:02:14,670 But the simulation won't look as realistic. 35 00:02:14,840 --> 00:02:20,510 The lower you go the more time steps will be in the simulation but the longer it will take to bake use 36 00:02:20,540 --> 00:02:26,270 adaptive time steps allows you to set how many times sets will be per frame and it will automatically 37 00:02:26,270 --> 00:02:27,070 calculate it. 38 00:02:27,080 --> 00:02:29,870 We have a maximum and a minimum value. 39 00:02:29,870 --> 00:02:32,390 The higher you set this to the better the simulation will look. 40 00:02:32,390 --> 00:02:37,190 But again the longer it will take to bake if you have a simulation where there is a lot of fluid that's 41 00:02:37,190 --> 00:02:42,530 really jittery or it just doesn't look as good or it's passing through an object try turning up the 42 00:02:42,530 --> 00:02:47,650 time steps in that will fix your issue and then underneath that we have the gravity. 43 00:02:47,660 --> 00:02:52,430 Currently it's great out and that is because we need to jump over to the settings over here in the scene 44 00:02:52,430 --> 00:02:55,780 settings and turn off gravity in the world settings. 45 00:02:55,880 --> 00:03:00,740 Once we do that we can jump back over to the simulation and we can see here and now we can set these 46 00:03:00,740 --> 00:03:07,490 settings over in the scene panel that Z is at a negative nine point eight and if you wanted to do that 47 00:03:07,490 --> 00:03:12,860 same number you would set that for the z axis here or if you wanted to play around that you can set 48 00:03:12,860 --> 00:03:15,170 the x axis to a positive number. 49 00:03:15,290 --> 00:03:19,590 And what this will do is it will make the gravity go in the x direction. 50 00:03:19,640 --> 00:03:21,320 Same thing goes for the z axis. 51 00:03:21,320 --> 00:03:26,450 If I would set this up to a value of 10 instead of falling down it would go straight up and land on 52 00:03:26,450 --> 00:03:27,560 the ceiling. 53 00:03:27,560 --> 00:03:30,530 The last thing that we have here is the border collisions. 54 00:03:30,530 --> 00:03:34,440 If these are turned on the fluid will collide with the sides of the domain. 55 00:03:34,450 --> 00:03:35,870 We can also turn them off. 56 00:03:36,080 --> 00:03:40,430 This will give an illusion of the fluid just disappearing off into the distance of the domain. 57 00:03:40,850 --> 00:03:45,170 So there you go that is the basic settings of the domain and in the next video we will take a look at 58 00:03:45,170 --> 00:03:46,340 the liquid particles. 6224

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