Dynamic Simulation Effector Settings

Water Source Effector

Adds water flow into the simulation (like a faucet or waterfall).

Parameters:

Defines effector shape (Sphere, Cube, Triangle)


Force Object Effector

Injects velocity into the simulation — without blocking water. Think of it like adding directional flow: the object tells the water “move this way.”

Use cases:

  • Fast-moving boats, characters, or vehicles

  • Generating trails, foam, and surface ripples based on speed

  • Doesn't require collision geometry

Notes:

  • Doesn’t block water, only redirects it

  • Works well even when moving fast

Parameters:

Adds velocity based on the object's current movement


Water Drain Effector

Removes water from the simulation (for example, a drain, hole, or leak). Parameters:

Defines drain shape


Obstacle Object Effector

Defines a static or dynamic collision object that the water simulation will avoid or flow around.

Use cases:

  • Boulders, walls, dams, etc

  • Terrain features that block water

  • Destroyable barriers that control flow

Parameters:

  • Use Mesh Filter as Source – uses the mesh filter or custom mesh to define shape.

  • Mesh Offset / Scale – adjust mesh size and alignment.

  • Activate When Intersects Water – only activates when the object touches the water surface.

⚠️ Note: When using a dynamic obstacle, assign your water surface to a specific “Water” layer to prevent double intersections.

Best used for slow-moving or static objects. Rapid movement may visually "push" water upward due to simulation timing



Last updated