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Hello everybody and welcome to the first video on the fluid simulation.
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We're gonna be jumping into man's flow and learning the very basics of how the simulation works how
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to enable it and how to render out a animation using Manta flow.
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So to create a fluid simulation you need two different objects.
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You need a domain object which is the bounding box of the fluid simulation.
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The fluid will not be able to leave that bounding box and you also need a flow object which will bring
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fluid into your scene or it will be the object itself as the fluid let's get started by adding in those
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two objects.
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The first one is going to be the domain which is going to be this cube.
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So I'm going to scale up this cube pressing s and dragging it up so it's sitting on the great floor
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just like that and then I'll press us an X and scale at all in the X so we get sort of a rectangle.
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Now let's go ahead and add in our fluid object.
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In this case I'm gonna press shift day and go over to mesh and then add an AUV sphere.
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If we present and go into wireframe we will be able to see inside our cube.
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I'm going to scale up this GV sphere by pressing us and then I'll hit g z and drag it upwards.
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Now let's go over to the physics tab.
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That tab is located on the right side and it looks like a circle it's this one right here and you will
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see an option for fluid.
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Let's go ahead and turn that on since we have the flow objects selected.
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We need to set the type over to flow currently the flow type is set to smoke the smoke simulation and
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the fluid simulation are now combined into one simulation and we can switch between them by selecting
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this option here and changing it over to the liquid the flow behavior is currently set to geometry.
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What this means is that the movie sphere will just be a ball of fluid and it will fall and crash down.
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If this is set to inflow it will constantly add fluid in the shape of our U V sphere.
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We also have an option for outflow which we'll talk about in a later video but this will take away fluid.
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We're going to leave it on geometry because I just want the ruby sphere as the fluid.
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Now let's go ahead and select our domain which is this cube.
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We'll select fluid and set the type over to domain the domain type is currently set to gas.
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We need to set this over to liquid.
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And here we can see all of the different settings for manta flow.
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There are currently a lot of different values and settings that you can tweak.
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We'll be going through each one of these in a later video.
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For now we're just going to stick with the basics.
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How this works is you need to bake in two different things.
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You first need to bake in the data which is the liquid data and then you can bake in the mess down here.
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You can also baking particles but for this basic tutorial we're not going to touch those underneath
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the cash.
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We have an output folder of where the cache baking data will go to.
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If you were to bake in the data and close blender and reopen up the project later you won't see the
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bake because currently this folder right here is a temporary folder which means it will get deleted
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once you close blender to actually save the data.
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You need to set a custom folder so if I click on this button here I can navigate to a custom folder
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of where I want to save my cash.
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I'm just going to cancel that for now since I don't really want to do that.
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Now let's go ahead and bake in a simulation.
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The resolution division's controls how good the simulation will look and we'll just leave it at the
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default values and then click on bake data.
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You can see down here it's starting to bake with the introduction to Manzanillo below.
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If I cancel this bake we can see there's an option to resume the bake in previous versions of Blender
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this was not a thing and you had to restart the baking but now with mad to flow all I have to do is
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click resume and we can see here it's starting to bake all the way up to a value of 50.
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The reason it's at 50 is because the end frame in the cache settings is set to 50.
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I can set this to a higher number like 100 and you can see there is now a resume option.
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I'm just gonna leave it at 50 though.
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Now we have the particles for our fluid and this is looking pretty good but there's no mesh.
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The reason for that is because we need to enable the mesh down here and bake in the mesh down here.
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The upper US factor is determining how high rez the upper is will be.
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Basically it takes this value of the resolution and multiplies it.
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Currently it's set to 2 and I'm just gonna bring this down to 1 2 it makes a little bit faster then
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we can click on a bake mesh and we can see down here it's starting to bake.
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Once it reaches 50 we will be able to proceed go back into solid view and hit the spacebar to play our
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simulation.
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So there you go that is the very basics of how the fluid simulation works.
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In later videos we will jump into the settings and learn all of the different values and how they affect
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the simulation.
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