from tdw.obi_data.fluids.fluid import Fluid
Data for an Obi fluid. For more information, read this.
-
smoothing
A rendering parameter that controls the radius of the particle. -
surface_tension
Increasing this value will make the fluid try to minimize its surface area, causing spherical drops to form. -
viscosity
Viscosity smooths out the velocity field generated by fluid particles when moving. -
vorticity
Amount of vorticity confinement, it will contribute to maintain vortical details in the fluid. -
reflection
Amount of reflection. -
transparency
Amount of fluid transparency. -
refraction
Amount of light refraction. This effect is more noticeable in thicker regions of the fluid. -
buoyancy
Controls the relative density between the fluid and the surrounding air. -
diffusion
A diffusion value that will modifydiffusion_data
. Read this for more information. -
diffusion_data
A dictionary of four floats that can be used arbitrarily, for example to colorize a fluid based on its physical state. Read this for more information. -
atmospheric_drag
The amount of air resistance. -
atmospheric_pressure
The amount of inward pressure applied by air on the surface of the fluid. -
particle_z_write
A shader rendering flag. This should be false for semi-transparent objects and true for opaque objects. -
thickness_cutoff
A threshold for rendering fluid thickness. Regions that are less thick than this are discarded. -
thickness_downsample
Increase this value to use a lower-resolution rendering buffer. -
blur_radius
Amount of depth blurring applied before generating normals. Higher values will result in a smoother surface. -
surface_downsample
Downsampling of the depth/normals buffers. Increase it to use lower-resolution buffers. -
render_smoothness
Surface smoothness of the fluid. High values will result in small specular glints, lower values will result in a rougher-looking surface. -
metalness
Controls reflection metalness: high values will cause reflection/specular to be tinted with the fluid's surface color. -
ambient_multiplier
A parameter that affects the fluid vis a vis the ambient lighting. -
absorption
How much light is absorbed by the fluid, as light travels trough it: higher values will tint the background with the fluid color. -
refraction_downsample
Downsampling of the refraction buffers. Increase it to use a lower-resolution buffer. -
foam_downsample
Downsampling of the foam buffer. Increase it to use a lower-resolution buffer. -
capacity
The maximum amount of emitted particles. -
resolution
The size and amount of particles in 1 cubic meter. -
color
The visual color of the fluid. -
rest_density
The fluid density in kg/m3. -
radius_scale
This scales the size at which particles are drawn. -
random_velocity
Random velocity of emitted particles.
Fluid(smoothing, surface_tension, viscosity, vorticity, reflection, transparency, refraction, capacity, resolution, color, rest_density)
Fluid(smoothing, surface_tension, viscosity, vorticity, reflection, transparency, refraction, capacity, resolution, color, rest_density, buoyancy=-1, diffusion=0, diffusion_data=None, atmospheric_drag=0, atmospheric_pressure=0, particle_z_write=False, thickness_cutoff=1.2, thickness_downsample=2, blur_radius=0.02, surface_downsample=1, render_smoothness=0.8, metalness=0, ambient_multiplier=1, absorption=5, refraction_downsample=1, foam_downsample=1, radius_scale=1.7, random_velocity=0)
Parameter | Type | Default | Description |
---|---|---|---|
smoothing | float | A rendering parameter that controls the radius of the particle. | |
surface_tension | float | Increasing this value will make the fluid try to minimize its surface area, causing spherical drops to form. | |
viscosity | float | Viscosity smooths out the velocity field generated by fluid particles when moving. | |
vorticity | float | Amount of vorticity confinement, it will contribute to maintain vortical details in the fluid. | |
reflection | float | Amount of reflection. | |
transparency | float | Amount of fluid transparency. | |
refraction | float | Amount of light refraction. This effect is more noticeable in thicker regions of the fluid. | |
capacity | int | The maximum amount of emitted particles. | |
resolution | float | The size and amount of particles in 1 cubic meter. | |
color | Dict[str, float] | The visual color of the fluid. | |
rest_density | float | The fluid density in kg/m3. | |
buoyancy | float | -1 | Controls the relative density between the fluid and the surrounding air. |
diffusion | float | 0 | A diffusion value that will modify diffusion_data . Read this for more information. |
diffusion_data | Dict[str, float] | None | A dictionary of four floats that can be used arbitrarily, for example to colorize a fluid based on its physical state. Read this for more information. |
atmospheric_drag | float | 0 | The amount of air resistance. |
atmospheric_pressure | float | 0 | The amount of inward pressure applied by air on the surface of the fluid. |
particle_z_write | bool | False | A shader rendering flag. This should be false for semi-transparent objects and true for opaque objects. |
thickness_cutoff | float | 1.2 | A threshold for rendering fluid thickness. Regions that are less thick than this are discarded. |
thickness_downsample | int | 2 | Increase this value to use a lower-resolution rendering buffer. |
blur_radius | float | 0.02 | Amount of depth blurring applied before generating normals. Higher values will result in a smoother surface. |
surface_downsample | int | 1 | Downsampling of the depth/normals buffers. Increase it to use lower-resolution buffers. |
render_smoothness | float | 0.8 | Surface smoothness of the fluid. High values will result in small specular glints, lower values will result in a rougher-looking surface. |
metalness | float | 0 | Controls reflection metalness: high values will cause reflection/specular to be tinted with the fluid's surface color. |
ambient_multiplier | float | 1 | A parameter that affects the fluid vis a vis the ambient lighting. |
absorption | float | 5 | How much light is absorbed by the fluid, as light travels trough it: higher values will tint the background with the fluid color. |
refraction_downsample | int | 1 | Downsampling of the refraction buffers. Increase it to use a lower-resolution buffer. |
foam_downsample | int | 1 | Downsampling of the foam buffer. Increase it to use a lower-resolution buffer. |
radius_scale | float | 1.7 | This scales the size at which particles are drawn. |
random_velocity | float | 0 | Random velocity of emitted particles. |
self.to_dict()
Returns: A JSON dictionary of this object.