Fill With Water
The selected mesh becomes a volume of water that falls and splashes on the ground.

Water filling the active mesh, which then falls away and splashes.
Select a mesh, then SidebarVecFlowNew SimulationFrom “mesh”Fill With Water, or AddVecFlowFill With Water From “mesh”.
What it makes
- Birth: Mode Fill, Object Cube
- Gravity
- Liquid: Spacing 0.03
- Collide: Ground On, Bounce 0, Friction 0
On the first frame your mesh fills with water particles, and the mesh is turned to wire and left out of renders: from then on the water is on its own. It falls, and splashes on the ground at the cursor's height (or below the mesh, if the mesh reaches lower).
The particles are 3 cm apart, or wider for a big mesh, so it holds 40,000 particles at most: a 2 m cube at 3 cm would be 300,000, a minute a frame.
The bake adds the water's surface as a mesh, named after the particles object (“mesh Water Liquid”).
Try these first
- Edit FlowWaterLiquidSpacing: smaller for finer splashes, at eight times the particles for half the spacing.
- Smoothness: rounder, calmer surface, or more detail.
- Water Colour: no new bake.
Make it yours
- Something to land in. Add a Collide with a container's mesh as its Object, or start from the Liquid starter and swap in your meshes.
- The mesh needs to be closed. Water fills what's inside it; an open mesh has no inside.
Related
- The Liquid starter
- Liquid, setting by setting