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.



Basic Setup

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".

Main Properties


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.

Domain-Domain Interaction

Dyverso supports the interaction of particles from → different domains and different materials. Here is a table with all possible interactions:



Available Materials
DumbBallistic 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.
GranularSuitable for the simulation of sand, snow, salt, and other granular substances.
RigidSimulate → rigid bodies based on particles.
ElasticSimulate → elastic bodies with the help of particles.
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