Cell Fluids

by specoolar in Modifier Setups


Video demo for the version 1.5: https://www.youtube.com/watch?v=I0IiVRJp_vo

Video demo for the version 1.0: https://www.youtube.com/watch?v=r5FVN0NkR0g


CellFluids is a Geometry Nodes powered addon for simulating fluids.

The simulation is sort of “2.5D”. It is based on the scene’s height field and simulated in 2d grid mesh with displacement applied to it.


Requires Blender 4.1 or newer versions.
(version 1.x supports Blender 3.6+)

Check out the Documentation.

Check the video about Exporting flowmap to Unity and Unreal Engine
(If you want to export to game engines, it is highly recomended to try Free demo version first. It contains example scenes and shaders that you can try importing into your game scenes)


Features:
 Fast interactive fluid simulations
 Realistic fluids.
 Lightweight and not resource intensive
 Works with both Eevee and Cycles (Other external render engines are not supported)
 Baking any state of the fluid to a static mesh with flow map
 Exporting baked flowmap to game engines. Currently only Unity 2022+ and Unreal Engine 5.3.2+ are supported.
 Curve guide. Use curve objects to control the direction of the fluid
 Seamless blending with ocean plane. (Only still ocean. Ocean waves are bump maps, not a real geometry)


Limitations:
 It can’t simulate complex and multilayered fluids, as it is just a plane with displacement.
 Interior scenes like caves, tubes and others can be tricky and problematic.
 The simulation is not particle-based, don’t expect fully physically accurate simulations.
 Avoid sharp edge geometry for ground, it can stick out of the fluid in some cases.
 No viscosity support


Update 2.0:
 Resolution control. You can increase the resolution for better details or decrease for bigger scale simulations.
 Improved materials and textures. (Including the noisy rendering in Eevee Next is fixed).
 Curve guide. Control flowing of the fluid using curves.
 Ocean blending. Seamlessly blending borders of the fluid with an ocean plane. (Ocean waves are bump maps, not a real geometry. Use only for still waters)
 New shaders and sample materials: Lava, stylized water, oil, juice.
 Custom frame range.
 Now you can speed up the simulation by setting Time Scale to higher values.
 Post subdivision. An extra subdivision to enhance details.
 Reorganized UI.
 Cleanups and bug fixes.
 The minimum supported Blender version is increased to 4.1






Special thanks to Polyhaven.com and AmbientCG.com for the high quality and free CC0 assets!



Older Updates:


Update 1.6:
  • Ability to export Flowmap to other programs;
  • Reverting baked Flowmap.
  • Other small changes.


Update 1.5:
  • Enhanced visuals, updated textures;

  • Updated simulation algorithm;
  • Simulating small splashes;
  • More controls (foam, noise displacement, splashes, effectors);
  • Dynamic grounds. Same as Ground collection, but can be animated in realtime. Use it to generate waves and block/unblock fluid.
  • Converting a fluid from old version to new.

  • Full version

    $25
  • Contains pre-baked Flowmap demo and shaders for Unity and Unreal.

    $0
$25

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Details
Sales 2800+
Downloads 2900+
Rating
22 ratings
Dev Fund Contributor
Published about 1 year ago
Software Version 4.3, 4.2, 4.1, 4.0, 3.6
License Royalty Free