VecFlow0.1.0
Reference

Sidebar panels, setting by setting

Every setting of every panel in the VecFlow sidebar tab, in the order the panels show them.

VecFlow 0.1.0

This page is made from the add-on itself: a script opens Blender, draws each panel and writes down what it shows, so the names, defaults and descriptions below are the ones in your sidebar. Open the sidebar with N in the 3D Viewport and pick the VecFlow tab.

Each setting says whether changing it needs a new bake. Ones that don't change what's drawn straight away; ones that do mark the bake old ("Changed since the bake") until you bake again.

New bake changing it marks the bake oldLive shows straight away, no new bakeNo new bake leaves the bake as it isKeyframable keyframes change it through a bakeDraft coarsened by DraftGPU only matters with an NVIDIA cardSimple only without a flow

The sidebar shows the simulation of the selected object: the particles object, or its emitter. Click on empty space and it shows New Simulation instead, to make another.

The pictures show each panel alone with every fold-away section open; in Blender some start folded, such as Attract and Swirl until it has an object.

The simulation's panel

The first panel, headed by the simulation's name, with a + in its header for New Simulation. It always shows, flow or not.

The Particles simulation's panel: Flow empty, reading Settings below, the Bake button with its menu, Auto Bake, and the status Baked, frames 1–100 with the particle count and where it ran
The Particles starter's panel, baked. It has no flow, so the Flow field reads Settings below.

With a flow, Seed shows under the Flow field, and the flow's problems in a box under it, errors in red:

The Fountain simulation's panel: Flow set to Fountain, Seed 0, a red box saying Fountain: Spawn needs a wire to the event its new particles go to, then the Bake button, Auto Bake, the status Changed since the bake in red, and Re-bake From 61
The Fountain flow with a Spawn that isn't wired: the problem in red over the Bake button. The flow changed after the bake, so the status says so, with Re-bake From under it.

At the top, headed by the simulation's name.

Flow
New bake
None

Simulate this flow, made of events in the node editor, instead of the settings below.

Show this flow in a node editor: one open in this window, or a new window.

Shown when the simulation has a flow.

Seed
New bake
00 or more

Another number gives another random take on the same simulation.

Shown when the simulation has a flow.

The problems box: What's wrong with the flow, if anything: errors stop a bake, warnings don't. See Messages.Shown when the simulation has a flow.

Make a flow that does what these settings do, and simulate it from now on. Edit it in the node editor to add events. Clearing the Flow field goes back to these settings.

Shown when the simulation has no flow.

Simulate the scene's frame range and write it to the cache folder. Blender stays free to use while it runs; its progress and Stop are in the VecFlow panel and the status bar.

The menu beside the Bake button.

  • Bake to Frame N: Bake up to frame N only, for a quick look at the start. Continue bakes on from there
  • Continue to the End: Keep the frames before N and simulate from there with the settings as they are now, carrying on from the state saved at the frame before
  • Re-bake From Frame N: Keep the frames before N and simulate from there with the settings as they are now, carrying on from the state saved at the frame before
  • Bake in Background: Bake in a separate Blender so this one stays free to use. It bakes the file as it is when the bake starts
  • Free Bake: Delete this object's baked frames from the cache folder
Auto Bake
No new bake
Off

Bake again by itself a moment after any setting changes, up to the frame you're on, so each change shows as you make it. Moving to a later frame bakes on to it. Quickest with Draft.

Draft
New bake
Off

Bake a quick preview: smoke and liquids at half the detail, an eighth of the cells and particles, the Fast surface, in a fraction of the time. Switch it off and bake again for the final.

Shown when the simulation's flow has smoke or a liquid.

“Not baked yet”

While a bake runs, the Bake button turns into its progress bar with a stop button, and the particle count shows under it. See The bake controls for the menu and the status texts.

Emission

Shown for a simulation without a flow. Where particles are born, how many and how fast.

The Emission panel: Emitter, Per Frame 2000, Speed 7 m/s, Spread 1.5 m/s, Seed 0, and the Lifespan section on with Life 3 s and Variation 500 ms
The Particles starter's Emission panel.
Emitter
New bakeSimple
None

Particles are born from this object and fly along its local Z axis. It can move.

Emit From
New bakeSimple
Box

Where on the emitter particles start.

  • Box: Anywhere in the emitter's box
  • Surface: Evenly over the emitter's faces, flying out of them at Speed
  • Volume: Anywhere inside the emitter's mesh, which should be closed

Shown when the emitter is a mesh.

Inherit Motion
New bakeSimple
00 to 1

Share of the emitter's own motion, where each particle is born, that it starts with.

Shown when the emitter is a mesh. Hidden when Emit From is Box.

Per Frame
New bakeSimple
2,0000 to 20,000

New particles each frame.

Speed
New bakeSimple
7 m/s0 to 50

Starting speed along the emitter's Z axis, or out of its faces when emitting from its surface.

Spread
New bakeSimple
1.5 m/s0 to 20

Random extra speed in any direction.

Seed
New bakeSimple
00 or more

Another number gives another random take on the same simulation.

Lifespan
Lifespan
New bakeSimple
On

Remove particles after a while, so the count, cache and render time stop growing.

Life
New bakeSimple
3 s0.01 to 30

How long each particle lives.

Variation
New bakeSimple
0.5 s0 to 10

Random difference in life between particles, either way.

Forces

Shown for a simulation without a flow.

The Forces panel: Gravity, Drag, Wind X, Y and Z, then the Turbulence section with Strength, Swirl Size and Swirl Change, and the Attract and Swirl section with its Object empty and its settings greyed out
The Forces panel. Attract and Swirl's settings are greyed out until it has an object.
Gravity
New bakeSimple
9.81 m/s²0 to 30

How hard particles are pulled down: 9.81 m/s² is the Earth's, 0 lets them float.

Drag
New bakeSimple
0.150 to 3

Share of speed lost per second, against the air (which moves with the wind)

Wind
New bakeSimple
0, 0, 0 m/s

How the air moves. Drag carries the particles along with it.

Turbulence
Strength
New bakeSimple
5 m/s²0 to 40

How hard swirling air pushes particles about (0 for none)

Swirl Size
New bakeSimple
0.8 m0.01 to 10

Size of the turbulence swirls.

Swirl Change
New bakeSimple
0.60 to 5

How fast the turbulence pattern changes over time.

Attract and Swirlfolded away at first
Object
New bakeSimple
None

Particles are pulled toward this object and swirled around its Z axis. It can move.

Attract
New bakeSimple
0 m/s²-50 to 50

Pull toward the force object. Negative pushes away.

Swirl
New bakeSimple
0 m/s²-50 to 50

Push around the force object's Z axis. Negative turns the other way.

Reach
New bakeSimple
0 m0 to 20

The forces fade out to nothing this far from the object. 0 reaches everywhere.

Collisions

Shown for a simulation without a flow. The section Objects shows how many colliders there are in its title, as in "Objects (2)".

The Collisions panel: the Ground section on with Height, Bounce and Friction; Objects (1) with Deflector in its list and its own Bounce and Friction; and Each Other, off
The Collisions panel with one collider, Deflector, in its Objects list.
Ground
Ground
New bakeSimple
On

Particles bounce off a flat ground.

Height
New bakeSimple
0 m

How high the ground is.

Bounce
New bakeSimple
0.350 to 1

Share of the speed into the ground kept after a hit.

Friction
New bakeSimple
0.250 to 1

Share of the speed along the ground lost on each hit.

Objects

The objects the particles bounce off. Each has its own Bounce and Friction, shown below the list for the one picked.

Add a collider and pick its object. Other selected objects that can collide are added straight away.

Stop colliding with this object.

Bounce
New bakeSimple
0.350 to 1

Share of the speed into the surface kept after a hit.

Friction
New bakeSimple
0.250 to 1

Share of the speed along the surface lost on each hit.

Each Otherfolded away at first
Each Other
New bakeSimple
Off

Particles bump into each other as balls of the sphere radius (times their scale), and pile up on the ground.

Bounce
New bakeSimple
0.20 to 1

Share of the speed two particles meet at that they part again with.

Friction
New bakeSimple
0.40 to 1

How much touching particles hold against sliding past each other. More makes steeper piles.

Size, Spin and Colour

Shown for a simulation without a flow.

The Size, Spin and Colour panel: Scale and Variation, Rotation As Is, Spin and its Variation, and Colour By Speed or Fixed
The Size, Spin and Colour panel.
Scale
New bakeSimple
10 to 10

Size of each particle's sphere or shape.

Variation
New bakeSimple
00 to 5

Random difference in scale between particles, either way.

Rotation
New bakeSimple
As Is

Which way particles' shapes are turned.

  • As Is: Shapes keep the way they were modelled
  • Random: Each one turned at random
  • Along Motion: Each one kept pointing the way it moves
Axis
New bakeSimple
Z

The shape's own axis that points the way it moves.

  • X
  • Y
  • Z

Shown when Rotation is Along Motion.

Spin
New bakeSimple
0 °/s0 to 1440

How fast each particle turns per second, about a random axis.

Hidden when Rotation is Along Motion.

Variation
New bakeSimple
0 °/s0 to 1440

Random difference in spin between particles, either way.

Hidden when Rotation is Along Motion.

Colour
New bakeSimple
By Speed

How particles get their colour.

  • By Speed: From dark blue when still to white hot when fast
  • Fixed: One colour, with a little variation
Colour
New bakeSimple
Colour

The colour particles take.

Shown when Colour is Fixed.

Variation
New bakeSimple
0.10 to 1

Random difference in each of red, green and blue, either way.

Shown when Colour is Fixed.

Smoke and Fire

Shown when the simulation's flow has a Smoke Source operator. The button in its header applies a smoke and fire look. Render Look shows once the bake has made the smoke object, “name Smoke”.

The Smoke and Fire panel for the Fire starter, every section open: the VecFlow and NVIDIA Flow switch, Cell Size, Buoyancy to Swirl; Fire from Burn Rate to Flame Life; Render Look with the VecFlow Smoke material; Wind and Turbulence; Obstacles; and Solver Quality
The Fire starter's Smoke and Fire panel after a short bake, every section open, with the Campfire look's values. The looks are under the button at the right of its header.

Shown when the simulation's flow has a Smoke Source.

Solver
New bake
VecFlow

Which solver works the smoke and fire.

  • VecFlow: VecFlow's own: the same result on any computer, on the CPU or an NVIDIA card; goes closely round colliders, takes turbulence, and carries on from a state save
  • NVIDIA Flow: NVIDIA's real-time gas, on a graphics card (Windows and Linux): fast, but its results depend on the card, it goes round colliders less closely, has no turbulence, and no state saves to carry on from
Cell Size
New bakeDraft
0.05 m0.001 to 10

How big the gas's little cubes are. Half the size is eight times the cells and about twice the substeps: finer detail, much slower. Only cubes near smoke are worked, so a plume costs what it fills.

Sharpness
New bake
Sharp

How sharply the gas carries smoke, flame and its own swirls. Draft bakes use Fast.

  • Fast: Everything blended from the 8 cells about where it came from: softest, quickest
  • Sharp: Smoke, heat, fuel and flame blended by cubics, so thin flame sheets keep their edges, and the flow reflected halfway through each substep, so small swirls last: about twice Fast's time
  • Extreme: As Sharp, carried by a third trace (BFECC): the crispest, and slower again
Buoyancy
New bake
1-10 to 10

How hard heat lifts the gas (m/s² for each unit of heat). Negative sinks it.

Weight
New bake
0-10 to 10

How hard smoke weighs the gas down (m/s² for each unit of smoke): heavy smoke sinks as it cools.

Cooling
New bake
0.50 to 10

The share of its heat the gas loses each second: it rises less as it cools.

Fade
New bake
00 to 10

The share of smoke that thins away each second (0 keeps it all)

Swirl
New bake
0.20 to 5

How strongly the little swirls in the gas are kept up, which the grid would smooth away.

Swirlfolded away at first
In Heat
New bake
00 to 5

More swirl for each unit of heat, so hot gas curls and cold smoke stays calm.

In Fuel
New bake
00 to 5

More swirl for each unit of fuel, so the fuel curls up as it burns.

In Smoke
New bake
00 to 5

More swirl for each unit of smoke.

In Flame
New bake
00 to 5

More swirl for each unit of flame, so the burning sheet rolls up.

“Plume”
Front
New bake
10 to 5

How many times the swirl at the plume's front, where hot gas pushes into cooler air: above 1 rolls the leading edge into curls.

Back
New bake
10 to 5

How many times the swirl at the plume's back, where it trails away from the cooler air.

Edge Lift
New bake
00 to 4

How much harder heat lifts where it stands out from the heat beside it: the plume's edges lift harder than its middle, so they roll up into small curls at finer cells (try 0.5; it mixes the smoke away a little faster). 0 lifts by the heat alone.

Edge Swirl
New bake
00 to 1

How far the swirl keeps to the gas's outer edges, where its smoke and heat end: the edges roll over into billows while the inside churns less (raise Swirl with it). 0 swirls everywhere alike.

Fine Mixing
New bake
00 to 1

Mixing finer than a cell: evens out neighbouring gas sliding past itself, so rising fire doesn't pull into thin lines (try 0.17). 0 is off.

Fire
Burn Rate
New bake
20 to 20

The share of fuel that burns each second where it's hot enough.

Ignition
New bake
0.50 to 10

How hot fuel must be to burn.

Heat
New bake
20 to 20

Heat each unit of fuel gives burning, which keeps the fire going and lifts it.

Smoke
New bake
10 to 10

Smoke each unit of fuel leaves burning.

Expansion
New bake
10 to 20

How much burning swells the gas outward: more for fireballs and explosions.

Flame Life
New bake
100 to 50

The share of flame that dies down each second: more for short, licking flames.

0.250 to 5

How much hotter than Ignition fuel must be to burn at the full rate: it burns more and more on the way up. 0 burns at once.

Shown when Solver is VecFlow.

Needs Air
New bake
0.750 to 1

How far burning needs air: 0 burns all the hot fuel, a soft blob; 1 only where fuel and air meet, in thin sheets round the fuel.

Shown when Solver is VecFlow.

Heat Spread
New bake
0.50 to 1

How far a flame's heat reaches into the fuel next to it, lighting it, so the burning front creeps through the fuel.

Shown when Solver is VecFlow.

Flame Cutoff
New bake
0.020 to 0.5

Flames fainter than this don't glow at all, so tongues of flame end crisply instead of in a glowing haze.

Shown when Solver is VecFlow.

Burn Limit
New bake
00 to 10

The most fuel a cell burns a second, so a dense core burns on for a while and a fireball keeps swelling as it rises. It dims the flame too, which is as bright as what burns: Needs Air keeps the core burning longer without that. 0 for no limit.

Shown when Solver is VecFlow.

00 to 5

Burning makes its smoke only where cooler than this, less up to twice it, none hotter: the soot forms round the hot core, a dark shell the flame shows through. 0 makes smoke wherever it burns.

Shown when Solver is VecFlow.

Shrink
New bake
00 to 5

How much cooling gas shrinks: after a burst swells out, air is drawn back in behind it and the fireball rolls inward. 0 for none.

Shown when Solver is VecFlow.

Gas Colourfolded away at first
Colour By
New bake
Nothing

What the gas's colour changes by as it goes: from Low Colour at Start to High Colour at End. Not with NVIDIA Flow.

  • Nothing: The gas keeps the colours its Smoke Sources give it
  • Speed: The gas's colour goes by how fast it moves (m/s)
  • Heat: The gas's colour goes by how hot it is
  • Smoke: The gas's colour goes by how thick its smoke is
Low Colour
New bake
Colour

The gas's colour at Start and below.

High Colour
New bake
Colour

The gas's colour at End and above.

Start
New bake
00 to 10

Where Low Colour is: the speed (m/s), heat or smoke.

End
New bake
10 to 10

Where High Colour is: the speed (m/s), heat or smoke.

Rate
New bake
20 to 20

How fast the gas takes on its new colour: the share of the way each second. Low keeps the colours its sources gave it for a while.

“NVIDIA Flow has no gas colour”Shown when Solver is NVIDIA Flow.
Render Lookfolded away at first

The material on the output object. The fields below are its main inputs; the rest are in the Shader Editor.

Render Look ▸ Smoke
Colour

An input of the output object’s material: it changes the render, not the bake.

1

An input of the output object’s material: it changes the render, not the bake.

5

An input of the output object’s material: it changes the render, not the bake.

1.5

An input of the output object’s material: it changes the render, not the bake.

0.5

An input of the output object’s material: it changes the render, not the bake.

0.25

An input of the output object’s material: it changes the render, not the bake.

1

An input of the output object’s material: it changes the render, not the bake.

An input of the output object’s material: it changes the render, not the bake.

An input of the output object’s material: it changes the render, not the bake.

Render Look ▸ Flame
16

An input of the output object’s material: it changes the render, not the bake.

1

An input of the output object’s material: it changes the render, not the bake.

0.3

An input of the output object’s material: it changes the render, not the bake.

5

An input of the output object’s material: it changes the render, not the bake.

An input of the output object’s material: it changes the render, not the bake.

Render Look ▸ Flame Colour
1500

An input of the output object’s material: it changes the render, not the bake.

4000

An input of the output object’s material: it changes the render, not the bake.

Set the Flame Colour ramp to these colours, to change further by hand.

An input of the output object’s material: it changes the render, not the bake.

0.1

An input of the output object’s material: it changes the render, not the bake.

8

An input of the output object’s material: it changes the render, not the bake.

0

An input of the output object’s material: it changes the render, not the bake.

1

An input of the output object’s material: it changes the render, not the bake.

0

An input of the output object’s material: it changes the render, not the bake.

An input of the output object’s material: it changes the render, not the bake.

1

An input of the output object’s material: it changes the render, not the bake.

Render Look ▸ Maskingfolded away at first
0.8

An input of the output object’s material: it changes the render, not the bake.

0.3

An input of the output object’s material: it changes the render, not the bake.

1

An input of the output object’s material: it changes the render, not the bake.

An input of the output object’s material: it changes the render, not the bake.

0.8

An input of the output object’s material: it changes the render, not the bake.

Crease Width
New bake
21 to 16

How wide a fold of the flame the bake looks for (cells either side), for the look's Crease Masking: more finds broader folds, and lets dips narrower than half of it be.

Wind and Turbulencefolded away at first
Wind
New bake
0, 0, 0 m/s

The air's own velocity, which Drag draws the gas to.

Drag
New bake
00 to 10

The share of the way to the wind's velocity the gas goes each second (0: no wind, still air doesn't slow it)

Turbulence
New bake
0 m/s²0 to 50

How hard the gas is stirred by a smooth random push.

In Heat
New bake
0 m/s²0 to 50

More stirring for each unit of heat: with Turbulence at 0, only hot gas is stirred.

In Fuel
New bake
0 m/s²0 to 50

More stirring for each unit of fuel.

In Smoke
New bake
0 m/s²0 to 50

More stirring for each unit of smoke.

In Flame
New bake
0 m/s²0 to 50

More stirring for each unit of flame.

Noise
New bake
Curl

What the gas is stirred with.

  • Value: A push this way and that, part of which the gas's pressure takes back out
  • Curl: Swirls that don't squeeze the gas, so all of them stay in it
  • Cellular: Swirls gathered in cells, sheared where two meet: billowy, and about four times Curl's time
Size
New bake
0.5 m0.0001 to 10

How big the stirring's swirls are.

Change
New bake
0.50 to 10

How fast the stirring changes.

Detail
New bake
10 to 1

How far down the stirring reaches: 0 stirs at its Size alone; 1 adds smaller and smaller swirls down to a few cells, each weaker, so finer cells get finer detail.

Disturbance
New bake
0 m/s²0 to 50

Small swirls a few cells across, only where it burns, shredding the flame into licks and tendrils; this much for each unit of flame.

31 to 64

How big the disturbance's swirls are, in cells, so they stay just above what the cells can show at any cell size.

“NVIDIA Flow has no turbulence”Shown when Solver is NVIDIA Flow.
Obstaclesfolded away at first
Colliders
New bake
None

Objects the gas goes round, and is pushed by as they move: every object in this collection that has a surface. Closed meshes work best: inside is solid.

Ground
New bake
Off

A floor the gas can't go below.

0 m

How high the gas's floor is.

Solver Qualityfolded away at first
Steps a Frame
New bakeGPU
21 to 16

How many steps NVIDIA Flow takes each frame: more follows fast gas better, and is slower.

Shown when Solver is NVIDIA Flow.

“Results depend on the graphics card, and a bake can't carry on from a state save”Shown when Solver is NVIDIA Flow.
Step Size
New bake
40.1 to 8

The most cells the fastest gas may go in one substep: substeps get shorter to keep to it. Less is sharper and slower.

Shown when Solver is VecFlow.

161 to 100

The most substeps the gas takes in a step, however fast it goes.

Shown when Solver is VecFlow.

Most Rounds
New bake
2001 to 10,000

The most rounds of solving for the gas's pressure each substep.

Shown when Solver is VecFlow.

Accuracy
New bake
0.00010 to 1

How closely the pressure solve keeps the gas from squeezing, as a share of how much it would at the start of the solve. Less is steadier and slower.

Shown when Solver is VecFlow.

Liquid

Shown when the simulation's flow has a Liquid operator. Render Look shows once the bake has made the surface object, “name Liquid”. Whitewater as Foam shows when the flow has a Whitewater operator.

The Liquid panel: Surface set to Sheets, Detail 2, Smoothing 5, Render Look with its material, and Whitewater as Foam on, with Fade Out, Foam on Water and Reach, then Spray, Foam and Bubbles each with Points, Size and Spread
The Liquid starter's Liquid panel with a Whitewater operator in its flow, every section open.

Shown when the simulation's flow has a Liquid.

Surface
New bakeDraft
Sheets

How a liquid's surface mesh is found from its particles.

  • Fast: A round kernel at each particle, the mesh smoothed evenly: the quickest. Bumpy where particles are few, and heavy smoothing shrinks drops
  • Smooth: The same surface, the smoothing weighted by how many particles are about each point: drops and rims keep their shape under heavy smoothing. A tenth more work than Fast
  • Sheets: Kernels stretched along the particles about them and squeezed across: flat sheets, smooth streams and round drops at lower particle counts. About twice the work of Fast
  • Filled: Sheets, with pinholes the particles nearly bridge closed. Merges drops that pass within a grid cube of each other
Detail
New bake
20.5 to 8

How fine a liquid's surface mesh is: grid cubes across the gap between its particles. Twice as fine is about four times the faces.

Smoothness
New bake
10 to 4

How wide the bumps are that come off a liquid's surface, in gaps between its particles: 1 takes off the lumps clumps of particles leave; 2 to 3 for thick, glassy liquids such as honey; 0 keeps every lump, for pulp or jam. Shapes twice as wide keep their form and thin streams stay whole. Wider is slower to mesh (about the square)

50 to 20

Rounds of smoothing a liquid's surface mesh gets, which take off the ridges its grid leaves.

Fill Creases
New bake
10 to 8

How wide the creases and wrinkles are that fill in on a liquid's surface, in gaps between its particles: 1 the small ones particles leave; about 3 for honey, whose folds melt together; 0 keeps every crease, for pulp or jam. Drops this close together join.

Hold In
New bake
00 to 4

How far the smoothing may sink a liquid's surface into the one its particles make, in gaps between them: 0 as far as it likes; 0.25 keeps drops and thin sheets their size while the lumps still come off, so Smoothness can go higher.

Out
New bake
00 to 4

How far the smoothing may swell a liquid's surface out of the one its particles make, in gaps between them: 0 as far as it likes; 1 keeps drops apart and creases from filling wider than that.

Surface Shapefolded away at first
Offset
New bake
0-1 to 1

Moves a liquid's surface out (or in, below 0) by this much of the gap between its particles: fuller or leaner, without changing the bake.

Core Only
New bake
00 to 60

Leaves out of the surface the particles with fewer neighbours than this, so splash and spray aren't meshed (show them as whitewater or points). 0 meshes all.

Loose Drops
New bake
00 to 4

Leaves out of the surface the particles further from their neighbours, on average, than this many gaps between particles: a sheet stretched thinner than a particle or a spray cloud, which the surface would paint as a film, shows as Splash Drops instead. 0 keeps them; about 1.4 for a splash's crown (packed liquid reads about 1.1)

Tear Sheets
New bake
Off

Leaves out of the surface the liquid one particle thick: a sheet or a thread the solver can't thin any further, which water that thin tears into drops, so a splash's crown shows as Splash Drops rather than a film. Off for honey or paint, whose sheets hold.

Splash Drops
New bake
00 to 2

Shows the particles Core Only, Loose Drops and Tear Sheets leave out as drops this big (their radius, in gaps between particles) in the surface's material, about 0.6 for water's. 0 leaves them out.

Wet Objects
New bake
Off

Brings the surface to the colliders and rigid bodies the liquid wets (a body as the mesh it was made from, not its hull), across the gap the solver keeps, and a little into them so no seam shows: water against its glass, round a body in it.

Reach
New bake
10.1 to 8

How far from an object the surface is brought to it, in gaps between particles. The water climbs that far up a wall it touches, as a meniscus does.

Overlap
New bake
0.250 to 2

How far into an object the surface goes, in gaps between particles, so the join is hidden inside it. Below the solver's gap (about 0.2) the water stops short of it.

Mesh Values
New bake

Values to put on the surface's vertices, by name, separated by commas: each vertex gets the particles' about it, as the attribute vf_<name> (a vector's as vf_<name>_x, _y, _z), for its material.

Off

A surface for each liquid event, meeting where they touch, each its own object and material: oil on water, two inks.

Off

Leave out the surface outside the scene camera's view (and Clip Margin past it): faster meshing, smaller files. The cut is closed.

Margin
New bake
0.5 m0 to 10

How far past the camera's view the surface is kept.

Clip Objects
No new bake
None

Closed meshes the surface is cut away inside, as by a boolean.

Render Lookfolded away at first

The material on the output object. The fields below are its main inputs; the rest are in the Shader Editor.

Colour

An input of the output object’s material: it changes the render, not the bake.

0.02

An input of the output object’s material: it changes the render, not the bake.

IOR
Live
1.333

An input of the output object’s material: it changes the render, not the bake.

Colour

An input of the output object’s material: it changes the render, not the bake.

Whitewater as Foam
On

Show whitewater as studios render it: each particle a few tiny points, mostly small, shrinking as it nears its end; spray glossy, foam soft and lit through, bubbles faint. Off, it shows as other particles do.

Shown when the flow has a Whitewater operator.

0.5 s0 to 3

Points shrink over this long before the Delete in their event takes them, so none pops out.

Shown when the flow has a Whitewater operator.

0.750 to 1

How white the liquid's surface turns where foam lies thick on it, so foam reads as patches. Needs Whitewater as Foam, and the liquid in VecFlow's water (or a material that reads the surface's "foam" attribute). 0 leaves it clear.

Shown when the flow has a Whitewater operator.

Reach
Live
0.016 m0.001 to 0.1

How far from foam's points the surface turns white, fading out to there.

Shown when the flow has a Whitewater operator.

Whitewater as Foam ▸ Sprayfolded away at first
Points
Live
31 to 20

Points shown for each particle of spray.

Shown when the flow has a Whitewater operator.

Size
Live
0.0018 m0.0001 to 0.02

Radius of the biggest points; most are smaller, down to a third of it.

Shown when the flow has a Whitewater operator.

Spread
Live
0.006 m0 to 0.1

How far about its particle each point lies.

Shown when the flow has a Whitewater operator.

Whitewater as Foam ▸ Foamfolded away at first
Points
Live
61 to 20

Points shown for each particle of foam.

Shown when the flow has a Whitewater operator.

Size
Live
0.003 m0.0001 to 0.02

Radius of the biggest points; most are smaller, down to a third of it.

Shown when the flow has a Whitewater operator.

Spread
Live
0.012 m0 to 0.1

How far about its particle each point lies: along the water, and a quarter of it up and down.

Shown when the flow has a Whitewater operator.

Whitewater as Foam ▸ Bubblesfolded away at first
Points
Live
21 to 20

Points shown for each bubble particle.

Shown when the flow has a Whitewater operator.

Size
Live
0.0016 m0.0001 to 0.02

Radius of the biggest points; most are smaller, down to a third of it.

Shown when the flow has a Whitewater operator.

Spread
Live
0.008 m0 to 0.1

How far about its particle each point lies.

Shown when the flow has a Whitewater operator.

Display

How the bake is drawn and rendered. Nothing here needs a new bake.

The Display panel: a note that changes here need no new bake, Shapes, Sphere Radius, Viewport Share; the Trails section; Render Multiply, off, with its settings greyed out; and Playback Time with Offset and Speed
The Display panel, every section open.
“Changes here need no new bake”
Shapes
Live
None

Show each particle as one of this collection's objects, picked at random, turned and scaled with it. Their materials can read the particle's colour with an Attribute node (Instancer, vf_color). Empty shows spheres.

0.012 m0.0001 to 0.2

Particle size. Changes without re-baking, unless the particles bump into each other or are rigid bodies.

10 to 1

Share of the particles the viewport shows, the same ones every frame, for a lighter scene. Renders show them all, and the bake has them all.

Trailsfolded away at first
Frames
Live
00 to 60

Frames each particle trails back over, as a smooth curve through where it was (0 for none). Read from the baked frames, so it changes without re-baking. Its points have "vf_trail": 0 at the particle to 1 at the trail's end, for shaders.

Radius
Live
0.004 m0 to 0.1

How thick the trail is at its particle.

Taper
Live
10 to 1

How much thinner the trail gets toward its end: 1 to nothing.

Render Multiplyfolded away at first
Off

Render-time extra detail: each particle shows as several, the copies scattered round it and moving with it. They are made as Blender shows the frame, not baked, so they don't collide with or push anything: for sparks, dust, snow and spray, not sand, rigid bodies or liquid.

“Extra copies made at render: no physics”
Copies
Live
102 to 128

How many each particle shows as, itself included.

Spread
Live
0.05 m0 to 1

How far from its particle a copy can be (most are nearer in). Keep it small near floors and walls: the copies go through them.

0.70 to 2

The copies' size, to their particle's (each a little smaller still, at random)

Drift
Live
0.50 to 5

How fast the copies wander round their particle: 0 holds each where it is.

Off

Show the copies in the viewport too, not only in renders (slower)

Playback Timefolded away at first
Offset
LiveKeyframable
0-1,000 to 1,000

Frames into the bake it shows from its start: it plays this far ahead (with the particles' meshes and liquid). Changes without re-baking, and can be keyframed.

Speed
LiveKeyframable
1-4 to 4

How fast the bake plays: 0.5 is slow motion, 0 holds a frame (set by Offset), -1 plays it backwards. Between baked frames particles move along their velocity, so slow motion of fast, curving or colliding motion shows straight steps. Motion blur follows the speed. Keyframe it for a ramp: the frames played are the speed added up.

“Persistent Data is turned off while rendering: it can draw pieces where they were”Shown when the scene's Persistent Data is on (Render Properties ▸ Performance).

Bake Settings

Folded away at first. Where and how the bake runs.

The Bake Settings panel on a Mac: Compute Auto, GPU or CPU, a note that GPU baking needs an NVIDIA card on Windows or Linux, Substeps 2, Save State Every 10, In Background, Folder //vecflow_cache, and Collect for Render
Bake Settings on a Mac, where a note says why there's no GPU. With an NVIDIA card there's no note, and the GPU's own settings show there instead.
Compute
No new bake
Auto

Where the bake runs. GPUs are NVIDIA cards (RTX 20 series and newer, with a driver of the 580 series or newer) on Windows and Linux.

  • Auto: On the GPU when the flow can run there, else on the CPU (the panel says why)
  • GPU Only: On the GPU or not at all: a flow that can't run there doesn't bake, and says why
  • CPU: On the CPU
“No NVIDIA GPU found”Shown when the computer has no usable NVIDIA GPU.
GPU
No new bakeGPU

The GPU to bake on.

Shown when the computer has two or more NVIDIA GPUs. Hidden when Compute is CPU.

Surface On
No new bakeGPU
Auto

Where a liquid's surface is meshed each frame. The mesh is the same wherever; on another GPU the bake's GPU holds no surface memory and the solve never waits for a mesh.

  • Auto: The liquid's surface meshed on another GPU than the bake's when there is one, else on the bake's GPU beside the solve, else on the CPU
  • Same GPU: On the GPU the bake runs on, beside the solve (on the CPU when the bake is)
  • GPU: On the GPU picked below
  • CPU: On the CPU

Hidden when the computer has no usable NVIDIA GPU.

Surface GPU
No new bakeGPU

The GPU to mesh the liquid's surface on.

Shown when Surface On is GPU. Hidden when the computer has no usable NVIDIA GPU.

Cards
No new bakeGPU
Auto

How many GPUs solve a liquid or smoke. The result is the same to the bit however many share it; each card holds its part, so bigger ones fit.

  • Auto: A big liquid or smoke solved over every usable GPU of this computer, with the bake's GPU (about 130,000 particles or 256 blocks of smoke a card and up; smaller ones stay on the bake's GPU)
  • This GPU: The liquid and the smoke solved on the bake's GPU alone
  • Pick: The liquid and the smoke solved over the GPUs ticked below, with the bake's GPU

Shown when the computer has two or more NVIDIA GPUs. Hidden when Compute is CPU.

Cards
No new bakeGPU
Every card

The GPUs to solve the liquid and the smoke over, with the bake's.

Shown when the computer has two or more NVIDIA GPUs, and Cards is Pick. Hidden when Compute is CPU.

Substeps
New bake
21 to 32

Simulation steps per frame.

Save State Every
No new bake
101 to 100

Frames between state saves, which a bake can carry on from (the last frame is always saved). Each one takes about as much disk as a frame of the cache; with smoke, several frames' worth, as its gas is saved in full.

In Background
No new bake
Off

Bake in a separate Blender so this one stays free to use. It bakes the file as it is when the bake starts.

Folder
No new bake
//vecflow_cache

Where baked frames are written. // is the folder of the .blend file.

Save a copy of this file into a folder with the bakes it plays beside it, so the folder renders on another machine, even one without VecFlow.

Values at This Frame

Shown, folded away, once a bake has values (made by Set Value in a flow) that are exported. For each value it lists the Lowest, Mean and Highest over the particles at the current frame; a yes/no value shows how many are yes. It shows "This frame isn't baked" outside the baked frames. It has no settings.

The Values at This Frame panel: one row, height, with its Lowest, Mean and Highest across the particles
The Fountain with a value, height, set from each particle's height every step: its lowest, mean and highest at frame 60.

Simulations in the Scene

Shown when the scene has a simulation. One row for each: its name (click it to select it), where its bake stands as an icon (not baked, current, or changed since the bake), and its Bake button, or its progress while it bakes. With more than one simulation, Bake All bakes every one, and a stop button stops them all while any is baking or waiting. See Several simulations at once.

The Simulations in the Scene panel: Fountain, selected, with a tick for its current bake, and Snow with an empty circle, not baked, each with its Bake button; then Bake All
Two simulations in a scene: the Fountain baked, the Snow not yet.

On this page