Fluid Simulation Components

Fluid Simulation Terrain and Obstacle Input Boundary Conditions Side Border Settings Domain Solver Initial Conditions Terrain & Ground Simulation Culling Extension Layers Create Collider Fluid Simulation Settings Creation Properties Second Layer Flux Fluid Simulation The Pipe (Flux) Model Simulation Characteristics Flux Fluid Simulation Settings Creation Specialized Flux Properties Flow Fluid Simulation The 2D Height Field Model Performance and Stability Solver Ocean FFT Coupling Flow Fluid Simulation Settings Creation Specialized Flow Properties Fluid Simulation Static Fluid Surface Bake Foam Layer Foam Layer Settings Foam Render Settings Foam Decay Settings Foam Pressure Settings Foam Wave Settings Shallow Foam Settings Turbulence Foam Settings Wetness Layer Wetness Layer Settings Rendering Settings Decay Settings Fluid Flow Mapping Fluid Flow Mapping Settings Erosion Layer Multi-Layer Terrain System Terrain Modification Processes Erosion Settings Terraform Layer Liquefaction (Solid Terrain to Fluid) Fluid Contact Reactions (Fluid and Terrain) Fluid Mixing (Fluid + Fluid to Solid Terrain) Fluid Contact Reaction Terraform Settings Terrain Modifier Terrain Modifier Settings Sediment Modifier Sediment Modifier Settings Terraform Modifier Fluid Particle Generator Splash Particles Surface Particles Fluid Particle System Fluid RigidBody Prerequisite Fluid Density Calibration Interaction Calculation Fluid Displacement Profile Fluid Interaction Profile Fluid RigidBody Lite Fluid Floater Fluid Simulation Obstacle Settings Fluid Event Trigger Fluid Ripple Zone (Beta) Fluid Ripple Impulse (Beta)

AI Skills

Tiled Simulations

Tiled Simulations were introduced in Fluid Frenzy in version v1.0.6 as a beta feature. If you encounter any bugs, issues, or have suggestions, please report them here.

Purpose

When building a large world with multiple terrains, Fluid Frenzy allows you to place a dedicated simulation on each terrain tile and seamlessly connect them. This Tiled Simulation feature enables neighboring simulations to interact dynamically, allowing fluid to flow freely and continuously across the boundaries between tiles.

Setup

You can configure neighbors using one of two methods:

Neighbouring simulations can be added quickly using the scene view gizmos, which function similarly to how the Unity Terrain system adds adjacent tiles.

  • Process: Pressing the gizmo adds a new Fluid Simulation.
  • Automation: The system attempts to automatically copy all settings assigned to the original fluid Simulation to the new simulation and connect up any terrain (if available).

Tiled Simulation Gizmos

2. Manual Setup

Alternatively, neighbors can be set up manually via the Inspector.

Tiled Simulation Inspector

Padding for Continuity

When neighboring tiles utilize advanced features such as flow mapping, foam generation, or dynamic velocity, they require extra border padding. This padding ensures that the edges of one tile receive enough data from its neighbor to maintain smooth flow and feature continuity across the seam for optimal performance.

  • Setting Location: The setting for padding (paddingScale) can be found on the Fluid Simulation Settings.
  • Default: The amount of padding required depends on the resolution of the texture and defaults to 0%.
  • Adjustment: The padding can be increased in increments that are multiples of two.

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The World sample uses a Water World Renderer to draw a large ocean around a coastline simulation. That is a rendering setup. It is not the same as linking neighbour tiles here.