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Tank simulation

Guided Ocean Layer Tank

Creates a layer of FLIP particles on the ocean surface. The layer of FLIP particles is sitting on a collision object that is more or less the shape of the ocean. Simulation only occurs in the top layer of the ocean surface.

Wave Tank

Fills the whole tank with FLIP Particles. Simulation occurs throughout the whole tank.

Beach Tank

Fills the whole tank with FLIP Particles, minus the terrain object. Simulation occurs throughout the whole tank.

Flat Tank

Fills the whole tank with FLIP Particles. Simulation occurs throughout the whole tank.

Ocean Flat Tank

Fills the whole tank with FLIP Particles. Simulation occurs throughout the whole tank.

Waves

Guided Ocean Layer

Pulls in velocities from the ocean spectrum node to create a constant wave simulation.

Wave Tank

Only has the initial wave setup. After the initial frame, the simulation will begin to deviate from underlying ocean spectrum. However, the velocity applied at the simulation boundaries will maintain energy on the surface.

Beach Tank

Pulls in velocities from the ocean spectrum node to create directional waves across the length of the tank.

Flat Tank

Does not start with any waves, but will react to objects that disturb it.

Ocean Flat Tank

Does not start with any waves, but will react to objects that disturb it. The waves are added at render time.

Tracking

Guided Ocean Layer

Can follow moving objects.

Wave Tank

Can follow moving objects.

Beach Tank

Can not follow moving objects.

Flat Tank

Can follow moving objects.

Ocean Flat Tank

Can follow moving objects.

When it is useful

Guided Ocean Layer

Useful for shallow objects moving through the water, like a boat.

Wave Tank

Useful for short ocean simulations where you don’t need to control the shape or movement of the ocean.

Beach Tank

Useful for simulating waves breaking on a beach or other shallow water terrain.

Flat Tank

Useful for any calm water simulations that don’t require waves, or for simulations that are going to displace a lot of water, such as a whale moving around and jumping out of the water.

Ocean Flat Tank

Useful for simulations where the interacting objects are much bigger and/or faster than the wave motion, so the ocean displacement can be added as a post-process at render time.

Shelf tools

Using the shelf

  • Customize the shelf

    How to change the look of the shelf, change and rearrange its contents, and create your own shelf tools.

Shelf tabs

  • Create tab

    Tools on the Create tab let you create and place primitives, curves, and null objects in the scene view.

  • Modify tab

    Tools on the Modify tab let you easily customize objects in the scene view.

  • Model tab

    Tools on the Model tab let you edit objects in the scene view.

  • Polygon tab

    Tools on the Polygon tab let you modify polygons in the scene view.

  • Deform tab

    Tools on the Deform tab let you deform objects in the scene view.

  • Texture tab

    Tools on the Texture tab let you texture objects in the scene view.

  • Rigging tab

    The Rigging tab contains tools for creating premade rigs.

  • Muscles tab

    The Muscles tab contains tools for creating muscles.

  • Characters tab

    Tools on the Character tab let you create characters in the scene view.

  • Constraints tab

    Tools on the Constraints tab create a constraint network where you can constrain objects to each other in the scene view.

  • Hair Utils tab

    Tools on the Hair Utils tab let you quickly set up hair and fur on objects.

  • Guide Process tab

    Tools on the Guide Process tab let you influence the placement and orientation of guide hairs by painting skin attributes.

  • Guide Brushes tab

    Tools on the Grooming tab let you add and directly manipulate hair.

  • Terrain FX shelf tab

  • Cloud FX tab

    The Cloud FX tab contains tools for creating cloud effects.

  • Volume tab

    The Volume tab contains tools for creating volume effects.

  • Lights and Cameras tab

    Tools on the Lights and Cameras tab let you create and place lights and cameras in the scene view.

  • Collisions tab

    Tools on the Collisions tab let you create collision objects in the scene view.

  • Particles tab

    Tools on the Particles tab let you create dynamic particle simulations.

  • Grains tab

    The Grains tab contains tools for simulate grains of sand and other granular matter.

  • Rigid Bodies tab

    Tools on the Rigid Bodies tab let you create dynamic RBD objects in the scene view.

  • Particle Fluids tab

    Tools on the Particle Fluids tab let you create particle based liquids in the scene view.

  • Viscous Fluids tab

    Viscous fluids are FLIP simulations that use a temperature attribute to drive viscosity.

  • Oceans tab

    The Oceans tab contains tools for creating ocean simulations.

  • Fluid Containers tab

    The Fluid Containers tab contains tools for creating pyro, smoke, and liquid containers.

  • Populate Containers tab

    The Populate Containers tab contains tools for creating and removing fire, smoke, and liquid.

  • Container Tools tab

    The Container Tools tab contains tools for manipulating fire, smoke, and liquid.

  • Pyro FX tab

    Tools on the Pryo FX tab let you create simulated smoke and fire effects.

  • Cloth tab

    Tools on the Cloth tab let you create and constrain cloth objects in the scene view.

  • Solid tab

    Tools on the Solid tab let you create and modify solid objects.

  • Wires tab

    Tools on the Wires tab let you create flexible dynamic objects in the scene view.

  • Crowds tab

    The Crowds tab contains tools for creating crowds, crowd behaviors, as well as examples.

  • Drive Simulation tab

    Tools on the Drive Simulation tab let you manipulate dynamic objects in the scene view.

Technical