FLIP Fluids
FLIP Fluids is a powerful liquid simulation plugin that gives you the ability to create high quality fluid effects all within Blender, the free and open source 3D creation suite. Created by Ryan Guy and Dennis Fassbaender.
The core fluid engine, a modern FLIP-based fluid solver, has been under development for over four years with over two years of development focused on tightly integrating the simulator into Blender as an addon.
The FLIP Fluids simulator was created to improve on many aspects of Blender's internal Elbeem fluid simulation system such as speed, performance, accuracy, customizability, and user experience. We use a familiar and intuitive simulation workflow, so if you have experience with the internal fluid simulator or other fluid simulation software, you will be able to get yourself up and running with FLIP Fluids in no time!
Getting the FLIP Fluids Addon
You may purchase the FLIP Fluids addon on the Blender Market. Purchasing a license entitles you to to full FLIP Fluids feature set and content, tool support, and helps ensure the continued development of the addon. Thanks to the amazing support of the Blender community, we have been able to further develop the addon on a full-time basis for over a year!
Getting Support
You can get support for the FLIP Fluids addon by reading the documentation and wiki or through the Blender Market messaging system. Support is granted to all customers whom have purchased a license.
Key Features
More Features
System Requirements
- Windows, MacOS, or Linux operating system
- Blender 2.79 (64-bit) or *Blender 2.80 (64-bit)
- CPU 64-bit Intel® or AMD® multi-core processor
- 8 GB RAM minimum, 16 GB or more of RAM memory is highly recommended
*Blender 2.80 support
At this moment, Blender 2.80 is is beta and our support for Blender 2.80 is experimental. Blender 2.80 is constantly changing and it is possible that a change in Blender 2.80 could break the addon in a daily build and we cannot guarantee that the addon will work in every daily build. A stable release of Blender 2.80 is planned for July 2019. See this document for known issues.
License
This program uses multiple licenses. See the files LICENSE_GPLv3.md
, LICENSE_MIT.md
, and LICENSE_Standard_Royalty_Free.md
for license details. In General:
- The Blender addon code is licensed under the GPL.
- The fluid engine is licensed under the MIT license.
- Some addon content will be using a Standard Royalty Free license. This license may cover content such as media (images/textures/videos), Blend files, materials, presets. This content will only be included within the paid addon and will not be available on the GitHub project page.
Source code files will state their license at the top of the file. Assets will include a license file and information in their containing directory.
Source Code availability
The FLIP Fluids addon is developed in our team's own private repository. Due to licensing restrictions, the project source contained in this public repository cannot contain the royalty-free content (See LICENSE_Standard_Royalty_Free.md) of the Blender Market product and cannot contain features that depend upon the royalty-free content. This public repository will often not be up-to-date with the private development repository. The full source code including all features and royalty-free content is distributed with the Blender Market product.
Source Code Dependencies
There are three dependencies to build this program:
- A compiler that supports C++11
- (optional) OpenCL headers (can be found at khronos.org)
- (optional) An OpenCL SDK specific to your GPU vender (AMD, NVIDIA, Intel, etc.)
WARNING: Compilation using MSVC (Microsoft Visual Studio Compiler) is experimental and not officially supported. Building with MSVC may result in errors and performance issues.
Building
This program uses the CMake utility to generate the appropriate solution, project, or Makefiles for your system. The following commands can be executed in the root directory of the project to generate a build system for your machine:
mkdir build && cd build
cmake ..
The first line creates a new directory named build
and changes the working directory to the newly created build directory. The second line runs the CMake utility and passes it the parent directory which contains the CMakeLists.txt
file.
The type of build system generated by CMake can be specified with the -G [generator]
parameter. For example:
cmake .. -G "MinGW Makefiles"
will generate Makefiles for the MinGW compiler which can then be built using the GNU Make utility with the command make
. A list of CMake generators can be found here.
Once successfully built, the addon and python bindings will be located in the build/bl_flip_fluids/
directory.
Release Notes
See this documentation page for release notes: Release Notes