Moving Obstacles

Upgraded from previous releases, Blender's fluid simulator now supports moving obstacles. These can be simple animated objects, or animated meshes with armatures. For best and fastest results, keep the obstacle meshes as simple as possible (i.e. turn off subsurf before baking).

 

Obstacle settings also added for domain boundaries now, since the six walls of the domain are obstacles as well. Obstacles also now have settings for slipperiness of the surface: noslip (as before), free slip (move along wall freely) and part slip (mix of both).

Rendering options

Vector blur

Unlike some plugin solutions, Blender's integrated fluid simulator now support motion blur through the vector blur compositing node. Fluid speed vectors are automatically sent through the Speed pass, just like other animated geometry.

 

Note: Speed vectors are only available when rendering the direct fluid polygon mesh, since adding further modifiers such as subsurf change the mesh topology.

Vector blurred fluid, by Matt Ebb (Video: QuickTime H.264 / MPEG4 / .blend file )

Improved smoothing

For unmodified meshes (i.e. no subsurf modifier) fluid mesh normals are now smoothed according to the fluid sim data, rather than the default mesh normals. This gives more accurate results with faster render times.

Smoothed normals vs.
Subdivided normals

Particles

To help the liquid seem less lumpy, the fluid simulator can now spawn particles along with the fluid mesh, to simulate foam or small splashes. The particles are controlled by a dummy object with a halo material, and can be scaled/faded based on the simulation.

Demos and examples

Video showing vector motion blur in fluids /

Same with no blur / Vector blur nodes screen

 

Animated gravity and collition object, also composited / Screen

 

(artwork by ZanQdo)