Did you know you can quickly and easily make a water simulation in Blender?
In this Blender tutorial I will show you how to make water simulation using the liquid simulation options in Blender.
Introduction
Fluid physics are used to simulate the physical properties of liquids – in our case, water
You will need two things to make a fluid simulation – a domain and a flow object
The domain defines the bounds of the water volume
The flow object is the object that will emit the water
Initial Setup
Now that you know what you need to make the simulation, scale up the cube to the size you want for your water domain
Then add an object that will act as the flow object
Domain Setup
Select the domain and under the physics tab, add a fluid operation
For the type – use domain
Change the domain type to liquid
Under the cache panel, in the type section, choose bake all for a final bake
If you would choose replay, it would render live when hit play
If you choose modular, you can bake particles and mesh separately
Also, activate mesh to wrap a mesh around the objects
Change the end frame if you wish – you will also need to change the end frame on the timeline to match
Flow Object Setup
Select the flow object and under the physics tab, add a fluid operation
For the type – use flow
Change the flow type to liquid
Change the flow behavior to inflow – this means the object will act like a faucet
If you choose outflow, it will act like a drain
If you choose geometry, you will see a single droplet shaped like flow object
Baking
Once you have everything set up, select the domain
You can increase the resolution if you wish and click on “bake all”
Water Material
For the material, select the flow object and add a new material
Change the base color to a blue [#79A8C8]
Adjust the metallic, specular, roughness, sheen tint, and transmission to get the look you like
Add a Musgrave texture and a bump node
With the node wrangler add-on activated, select the Musgrave texture and use CTRL + T to add a mapping and texture coordinate node
Change the coordinate node from generated to object
Change the options on the Musgrave and bump node to get the look you want
I will also be using an HDRI for my world lighting