Dyverso fluids are mainly used for small- or mid-scale projects. If you want to simulate huge volumes of water with splashes, foam, and bubbles, we recommend using RealFlow's Hybrido technology.
In the → "Learn" section you will find tutorials about how to stop particle emission, fill objects, multiple domains and emitters, how to achieve emission from objects, and more.
Setting up a Dyverso fluid scene requires just a few steps – the parameters are available under → "Node Params":
- Add an emitter, e.g. "Circle"; the associated domain node will be created automatically.
- Adjust the domain's parameters, e.g. "Viscosity" or "Surface Tension". "Resolution" controls the number of particles.
- Add a force daemon like "Gravity" to accelerate the particles.
- Hit "Simulate".
Dyverso fluids always consist of a domain and an emitter:
- The domain holds the particles and is responsible for the fluid's physical properties, as well as the number of particles ("Resolution").
- The emitter specifies the area or volume where the particles will be created and their initial speed.
- When the first emitter is being added, a domain will be created automatically.
- Fluids with different properties from multiple domains can interact.
Dyverso fluids are → GPU-accelerated and they are able to
- interact with static objects, rigid and soft bodies
- interact with RealWave surfaces
- create wet-dry maps
Particle and Material Types
To switch between the various materials and particle types go to DY_Domain > Node Params > Particles > Type.
Dyverso supports the interaction of particles from → different domains and different materials. Here is a table with all possible interactions:
|Dumb||Ballistic particles, unable to interact. Good for massive spray effects.|
|Liquid - SPH||"Smoothed Particle Hydrodynamics". A highly accurate fluid type similar to RealFlow's standard particles, but much faster, and GPU-accerlated.|
|Liquid - PBD||"Position-Based Dynamics". A very fast and robust fluid type.|
|Granular||Suitable for the simulation of sand, snow, salt, and other granular substances.|
|Rigid||Simulate → rigid bodies based on particles.|
|Elastic||Simulate → elastic bodies with the help of particles.|