CG artist and programmer Shahzod Boyhonov (Specoolar) has released an update to Cell Fluids, his lightweight fluid solver based on Blender's Geometry Nodes system. Version 2.0 introduces several key improvements, enhancing the tool’s flexibility and usability for fluid simulation.
| Cell Fluids 2.0: Enhanced Control and Performance
Released initially last year, Cell Fluids is a fluid solver built using Blender’s Geometry Nodes. It is designed for compatibility with both Cycles and Eevee renderers, offering a semi-realtime simulation experience. The system is capable of interactive workflows, making it suitable for quick iterations.
Notably, it is not a particle-based solver; instead, it generates a displaced water surface, which offers certain limitations as detailed in the online documentation. However, this approach delivers a lightweight and efficient solution for fluid simulation.
Users can bake simulations to static meshes and flow maps for use in game engines such as Unity and Unreal Engine, in addition to rendering within Blender.
| New Features and Enhancements in Version 2.0
Art Direction with Guide Curves: Cell Fluids 2.0 introduces the ability to art direct fluid flow by using guide curves to control the direction of the fluid, offering greater creative control over the simulation.
New Shaders and Materials: The update also expands material options with new shaders designed to replicate a variety of real-world fluids, including lava, oil, and juice. However, it is important to note that true viscosity support for thicker fluids is not yet available.
Improved Simulation Resolution and Detail: One of the most significant updates in version 2.0 is the ability to increase the resolution of a simulation, allowing for more detailed results. The plugin also includes an option to subdivide simulations as a post-process, further enhancing the level of detail.
Ocean Blending System: A new ocean blending system enables the seamless integration of fluid surfaces with a larger ocean plane. This feature is particularly useful for simulating localized fluid phenomena, such as a boat wake, without the need to simulate the entire ocean surface. Currently, the blending system works best with relatively still water.
Simulation Customization: Users now have the ability to simulate custom frame ranges, offering greater control over the timing and scope of fluid behavior. Additionally, there are new options to increase simulation speed, further optimizing workflow efficiency.
| Summary
Cell Fluids 2.0 represents a significant step forward for lightweight fluid simulation within Blender. With improved control over fluid behavior, enhanced materials, and performance optimizations, this update expands the possibilities for artists and developers seeking efficient, high-quality fluid simulations.
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