How to make a water simulation | Blender 3.2

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

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