VecFlow0.1.0
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A tour of the interface

Where VecFlow is in Blender: the sidebar tab and its panels, the Add menu, the Fracture tool, the flow editor and the status bar.

VecFlow 0.1.0

VecFlow lives in five places in Blender. Most of the time you'll be in the first: the VecFlow tab of the 3D Viewport's sidebar.

Blender with a baked Particles simulation in the 3D Viewport, and the VecFlow tab open in the sidebar on its right, showing the Bake button, the bake's status and the Emission and Forces panels
A baked Particles simulation. The VecFlow tab is the sidebar on the right of the viewport: the Bake button and status at the top, the settings below.

The sidebar's VecFlow tab

In the 3D Viewport, press N to open the sidebar and pick the VecFlow tab. It shows the simulation of the selected object: the particles object, or its emitter. The panels change with what that simulation has.

With nothing selected (click on empty space), the tab shows New Simulation: picture cards of the starters, in fold-away groups. With a mesh selected, the starters made from a mesh come first, under From “mesh name”.

The VecFlow tab with nothing selected: New Simulation, with picture cards for Particles, Fountain, Snow, Confetti, Sand, Rigid Bodies, Fire, Smoke, Explosion and Liquid
Nothing selected: New Simulation's cards.
The VecFlow tab with the Particles simulation selected: its panel with the Bake button and the status Baked, frames 1–100, then the Emission and Forces panels
A simulation selected: its panel, then its settings.

With a simulation selected, the panels are, from the top:

PanelShowsWhen
The simulation's panelHeaded by its name, with a + for New Simulation. The Flow field with Convert to Flow or Edit Flow; Seed and the problems box with a flow; the Bake button and its menu; Auto Bake and Draft; the status box: where the bake stands, the particle count, where it ran and how long it took; Continue and Re-bake FromAlways
EmissionWhere particles are born, how many, how fast, how long they liveWithout a flow
ForcesGravity, drag, wind, turbulence, a force objectWithout a flow
CollisionsThe ground, collider objects, particles bumping into each otherWithout a flow
Size, Spin and ColourScale, rotation, spin and colourWithout a flow
Smoke and FireHow the gas rises, cools, burns and swirls; its render lookWhen the flow has a Smoke Source
LiquidThe liquid's surface mesh, its render look, whitewaterWhen the flow has a Liquid
DisplayShapes, sphere size, viewport share, trails, render multiply, playback time; nothing here needs a new bakeAlways
Bake SettingsCPU or GPU, substeps, state saves, background bakes, the cache folder, Collect for RenderAlways, folded away
Values at This FrameThe lowest, mean and highest of each exported valueWhen the bake has values
Simulations in the SceneEvery simulation in the scene, its status and Bake button; Bake AllWhen the scene has one

The four panels of simple settings (Emission, Forces, Collisions, and Size, Spin and Colour) hide once a simulation has a flow: the flow does their job then.

The Add menu

In the 3D Viewport, ShiftA (or the Add menu in the header) has a VecFlow entry with every starter: the Particles group, then Smoke, Fire and Water. With a mesh active, the starters made from it follow, named after it: Emit Particles From “Cube”, Set on Fire From “Cube” and so on.

A starter is made at the 3D cursor.

The 3D Viewport's Add menu with its last item, VecFlow, open: Particles, Fountain, Snow, Confetti, Sand and Rigid Bodies, then Fire, Smoke, Explosion and Liquid
Shift+A ▸ VecFlow, with no mesh active. With one, the starters made from it follow at the bottom.

The Fracture tool

ObjectQuick EffectsFracture (VecFlow) cuts the active mesh into pieces that lie flush, as a new object, and hides the original. Its settings (Pieces, Seed, Near Cursor, Hide Original) are in the adjust-last-operation panel at the bottom left of the viewport. The Shatter starter uses it to make glued pieces that break apart.

The Quick Effects menu: Quick Fur, Quick Explode, Quick Smoke, Quick Liquid, and Fracture (VecFlow) at the bottom
Object ▸ Quick Effects, with Fracture (VecFlow) at the bottom.
The Fracture panel after cutting: Pieces 40, Seed 0, Near Cursor 0.00, and Hide Original on
Its settings, right after it cuts.

The flow editor

A flow is a node tree of its own kind, edited in Blender's node editor. To open one:

  • press Edit Flow beside the Flow field in the sidebar: it shows the flow in a node editor open in this window, or in a new window; or
  • turn any editor into a node editor and pick the VecFlow tree type in its header.

In the editor, ShiftA adds an Event. Wires go from an operator's output on one event to the input of another. The editor's own sidebar (N) has a VecFlow tab with three panels:

  • Flow: New Example Flow, the simulations that use this flow with their Bake buttons ("No particles object uses this flow" when none does), the flow's problems, and Show Flow Description.
  • Values: the values each particle carries, for Set Value, Value Test, Influence and shaders. Folded away at first.
  • Event: the selected event's name, its problems, its list of operators with buttons to add, remove and move them, and the selected operator's settings, its Influence, and where its wire Sends to.
The node editor showing the Fountain flow: three events, Fountain, Splash and Bits, wired left to right, and the sidebar's VecFlow tab with the Flow, Values and Event panels, the Collide operator selected
The Fountain starter's flow in the flow editor, with a value added. On the right, the Event panel lists the selected event's operators, with the selected one's settings under them: here Collide.

The status bar

While a bake runs in this Blender, the status bar at the bottom of the window shows its progress ("Particles: frame 42 of 250") with a stop button, so you can watch it from any workspace. The sidebar shows the same progress in place of the Bake button, with the time left.

The status bar's bake progress: Fire: frame 22 of 100, with a stop button
A bake's progress in the status bar.

Messages from VecFlow (a bake finished, something went wrong) show in the status bar for a moment and stay in Blender's Info log. See Messages for what each one means.

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