user: Show practical ways to work with Bpy.Types.Fluiddomainsettings in a Blender add-on or script – include code.

assistant: f, inf], default (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0), (readonly) display_interpolation ¶ Interpolation method to use for smoke/fire volumes in solid mode LINEAR Linear – Good smoothness and speed. CUBIC Cubic – Smoothed high quality interpolation, but slower. CLOSEST Closest – No interpolation. Type : enum in [ 'LINEAR' , 'CUBIC' , 'CLOSEST' ], default 'LINEAR' display_thickness ¶ Thickness of smoke display in the viewport Type : float in [0.001, 1000], default 1.0 dissolve_speed ¶ Determine how quickly the smoke dissolves (lower value makes smoke disappear faster) Type : int in [1, 10000], default 5 domain_resolution ¶ Smoke Grid Resolution Type : int array of 3 items in [-inf, inf], default (0, 0, 0), (readonly) domain_type ¶ Change domain type of the simulation GAS Gas – Create domain for gases. LIQUID Liquid – Create domain for liquids. Type : enum in [ 'GAS' , 'LIQUID' ], default 'GAS' effector_group ¶ Limit effectors to this collection Type : Collection effector_weights ¶ Type : EffectorWeights , (readonly) export_manta_script ¶ Generate and export Mantaflow script from current domain settings during bake. This is only needed if you plan to analyze the cache (e.g. view grids, velocity vectors, particles) in Mantaflow directly (outside of Blender) after baking the simulation. Type : boolean, default False flame_grid ¶ Smoke flame grid Type : float array of 32 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0), (readonly) flame_ignition ¶ Minimum temperature of the flames (higher value results in faster rising flames) Type : float in [0.5, 5], default 1.5 flame_max_temp ¶ Maximum temperature of the flames (higher value results in faster rising flames) Type : float in [1, 10], default 3.0 flame_smoke ¶ Amount of smoke created by burning fuel Type : float in [0, 8], default 1.0 flame_smoke_color ¶ Color of smoke emitted from burning fuel Type : mathutils.Color of 3 items in [0, inf], default (0.7, 0.7, 0.7) flame_vorticity ¶ Additional vorticity for the flames Type : float in [0, 2], default 0.5 flip_ratio ¶ PIC/FLIP Ratio. A value of 1.0 will result in a completely FLIP based simulation. Use a lower value for simulations which should produce smaller splashes. Type : float in [0, 1], default 0.97 fluid_group ¶ Limit fluid objects to this collection Type : Collection force_collection ¶ Limit forces to this collection Type : Collection fractions_distance ¶ Determines how far apart fluid and obstacle are (higher values will result in fluid being further away from obstacles, smaller values will let fluid move towards the inside of obstacles) Type : float in [-5, 5], default 0.5 fractions_threshold ¶ Determines how much fluid is allowed in an obstacle cell (higher values will tag a boundary cell as an obstacle easier and reduce the boundary smoothening effect) Type : float in [0.001, 1], default 0.05 gravity ¶ Gravity in X, Y and Z direction Type : mathutils.Vector of 3 items in [-1000.1, 1000.1], default (0.0, 0.0, -9.81) gridlines_cell_filter ¶ Cell type to be highlighted NONE None – Highlight the cells regardless of their type. FLUID Fluid – Highlight only the cells of type Fluid. OBSTACLE Obstacle – Highlight only the cells of type Obstacle. EMPTY Empty – Highlight only the cells of type Empty. INFLOW Inflow – Highlight only the cells of type Inflow. OUTFLOW Outflow – Highlight only the cells of type Outflow. Type : enum in [ 'NONE' , 'FLUID' , 'OBSTACLE' , 'EMPTY' , 'INFLOW' , 'OUTFLOW' ], default 'NONE' gridlines_color_field ¶ Simulation field to color map onto gridlines NONE None – None. FLAGS Flags – Flag grid of the fluid domain. RANGE Highlight Range – Highlight the voxels with values of the color mapped field within the range. Type : enum in [ 'NONE' , 'FLAGS' , 'RANGE' ], default 'NONE' gridlines_lower_bound ¶ Lower bound of the highlighting range Type : float in [-inf, inf], default 0.0 gridlines_range_color ¶ Color used to highlight the range Type : float array of 4 items in [0, inf], default (1.0, 0.0, 0.0, 1.0) gridlines_upper_bound ¶ Upper bound of the highlighting range Type : float in [-inf, inf], default 1.0 guide_alpha ¶ Guiding weight (higher value results in greater lag) Type : float in [1, 100], default 2.0 guide_beta ¶ Guiding size (higher value results in larger vortices) Type : int in [1, 50], default 5 guide_parent ¶ Use velocities from this object for the guiding effect (object needs to have fluid modifier and be of type domain)) Type : Object guide_source ¶ Choose where to get guiding velocities from DOMAIN Domain – Use a fluid domain for guiding (domain needs to be baked already so that velocities can be extracted). Guiding domain can be of any type (i.e. gas or liquid).. EFFECTOR Effector – Use guiding (effector) objects to create fluid guiding (guiding objects should be animated and baked once set up completely). Type : enum in [ 'DOMAIN' , 'EFFECTOR' ], default 'DOMAIN' guide_vel_factor ¶ Guiding velocity factor (higher value results in greater guiding velocities) Type : float in [0, 100], default 2.0 has_cache_baked_any ¶ Type : boolean, default False has_cache_baked_data ¶ Type : boolean, default False has_cache_baked_guide ¶ Type : boolean, default False has_cache_baked_mesh ¶ Type : boolean, default False has_cache_baked_noise ¶ Type : boolean, default False has_cache_baked_particles ¶ Type : boolean, default False heat_grid ¶ Smoke heat grid Type : float array of 32 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0), (readonly) highres_sampling ¶ Method for sampling the high resolution flow Type : enum in [ 'FULLSAMPLE' , 'LINEAR' , 'NEAREST' ], default 'FULLSAMPLE' is_cache_baking_any ¶ Type : boolean, default False is_cache_baking_data ¶ Type : boolean, default False is_cache_baking_guide ¶ Type : boolean, default False is_cache_baking_mesh ¶ Type : boolean, default False is_cache_baking_noise ¶ Type : boolean, default False is_cache_baking_particles ¶ Type : boolean, default False mesh_concave_lower ¶ Lower mesh concavity bound (high values tend to smoothen and fill out concave regions) Type : float in [0, 10], default 0.4 mesh_concave_upper ¶ Upper mesh concavity bound (high values tend to smoothen and fill out concave regions) Type : float in [0, 10], default 3.5 mesh_generator ¶ Which particle level set generator to use IMPROVED Final – Use improved particle level set (slower but more precise and with mesh smoothening options). UNION Preview – Use union particle level set (faster but lower quality). Type : enum in [ 'IMPROVED' , 'UNION' ], default 'IMPROVED' mesh_particle_radius ¶ Particle radius factor (higher value results in larger (meshed) particles). Needs to be adjusted after changing the mesh scale. Type : float in [0, 10], default 2.0 mesh_scale ¶ The mesh simulation is scaled up by this factor (compared to the base resolution of the domain). For best meshing, it is recommended to adjust the mesh particle radius alongside this value. Type : int in [1, 100], default 2 mesh_smoothen_neg ¶ Negative mesh smoothening Type : int in [0, 100], default 1 mesh_smoothen_pos ¶ Positive mesh smoothening Type : int in [0, 100], default 1 noise_pos_scale ¶ Scale of noise (higher value results in larger vortices) Type : float in [0.0001, 10], default 2.0 noise_scale ¶ The noise simulation is scaled up by this factor (compared to the base resolution of the domain) Type : int in [1, 100], default 2 noise_strength ¶ Strength of noise Type : float in [0, 10], default 1.0 noise_time_anim ¶ Animation time of noise Type : float in [0.0001, 10], default 0.1 openvdb_cache_compress_type ¶ Compression method to be used ZIP Zip – Effective but slow compression. NONE None – Do not use any compression. Type : enum in [ 'ZIP' , 'NONE' ], default 'ZIP' openvdb_data_depth ¶ Bit depth for fluid particles and grids (lower bit values reduce file size) Type : enum in [ 'NONE' ], default 'NONE' particle_band_width ¶ Particle (narrow) band width (higher value results in thicker band and more particles) Type : float in [0, 1000], default 3.0 particle_max ¶ Maximum number of particles per cell (ensures that each cell has at most this amount of particles) Type : int in [0, 1000], default 16 particle_min ¶ Minimum number of particles per cell (ensures that each cell has at least this amount of particles) Type : int in [0, 1000], default 8 particle_number ¶ Particle number factor (higher value results in more particles) Type : int in [1, 5], default 2 particle_radius ¶ Particle radius factor. Increase this value if the simulation appears to leak volume, decrease it if the simulation seems to gain volume. Type : float in [0, 10], default 1.0 particle_randomness ¶ Randomness factor for particle sampling Type : float in [0, 10], default 0.1 particle_scale ¶ The particle simulation is scaled up by this factor (compared to the base resolution of the domain) Type : int in [1, 100], default 1 resolution_max ¶ Resolution used for the fluid domain. Value corresponds to the longest domain side (resolution for other domain sides is calculated automatically). Type : int in [6, 10000], default 32 show_gridlines ¶ Show gridlines Type : boolean, default False show_velocity ¶ Visualize vector fields Type : boolean, default False simulation_method ¶ Change the underlying simulation method FLIP FLIP – Use FLIP as the simulation method (more splashy behavior). APIC APIC – Use APIC as the simulation method (more energetic and stable behavior). Type : enum in [ 'FLIP' , 'APIC' ], default 'FLIP' slice_axis ¶ AUTO Auto – Adjust slice direction according to the view direction. X X – Slice along the X axis. Y Y – Slice along the Y axis. Z Z – Slice along the Z axis. Type : enum in [ 'AUTO' , 'X' , 'Y' , 'Z' ], default 'AUTO' slice_depth ¶ Position of the slice Type : float in [0, 1], default 0.5 slice_per_voxel ¶ How many slices per voxel should be generated Type : float in [0, 100], default 5.0 sndparticle_boundary ¶ How particles that left the domain are treated DELETE Delete – Delete secondary particles that are inside obstacles or left the domain. PUSHOUT Push Out – Push secondary particles that left the domain back into the domain. Type : enum in [ 'DELETE' , 'PUSHOUT' ], default 'DELETE' sndparticle_bubble_buoyancy ¶ Amount of buoyancy force that rises bubbles (high value results in bubble movement mainly upwards) Type : float in [0, 100], default 0.5 sndparticle_bubble_drag ¶ Amount of drag force that moves bubbles along with the fluid (high value results in bubble movement mainly along with the fluid) Type : float in [0, 100], default 0.6 sndparticle_combined_export ¶ Determines which particle systems are created from secondary particles OFF Off – Create a separate particle system for every secondary particle type. SPRAY_FOAM Spray + Foam – Spray and foam particles are saved in the same particle system. SPRAY_BUBBLES Spray + Bubbles – Spray and bubble particles are saved in the same particle system. FOAM_BUBBLES Foam + Bubbles – Foam and bubbles particles are saved in the same particle system. SPRAY_FOAM_BUBBLES Spray + Foam + Bubbles – Create one particle system that contains all three secondary particle types. Type : enum in [ 'OFF' , 'SPRAY_FOAM' , 'SPRAY_BUBBLES' , 'FOAM_BUBBLES' , 'SPRAY_FOAM_BUBBLES' ], default 'OFF' sndparticle_life_max ¶ Highest possible particle lifetime Type : float in [0, 10000], default 25.0 sndparticle_life_min ¶ Lowest possible particle lifetime Type : float in [0, 10000], default 10.0 sndparticle_potential_max_energy ¶ Upper clamping threshold that indicates the fluid speed where cells no longer emit more particles (higher value results in generally less particles) Type : float in [0, 1000], default 5.0 sndparticle_potential_max_trappedair ¶ Upper clamping threshold for marking fluid cells where air is trapped (higher value results in less marked cells) Type : float in [0, 1000], default 20.0 sndparticle_potential_max_wavecrest ¶ Upper clamping threshold for marking fluid cells as wave crests (higher value results in less marked cells) Type : float in [0, 1000], default 8.0 sndparticle_potential_min_energy ¶ Lower clamping threshold that indicates the fluid speed where cells start to emit particles (lower values result in generally more particles) Type : float in [0, 1000], default 1.0 sndparticle_potential_min_trappedair ¶ Lower clamping threshold for marking fluid cells where air is trapped (lower value results in more marked cells) Type : float in [0, 1000], default 5.0 sndparticle_potential_min_wavecrest ¶ Lower clamping threshold for marking fluid cells as wave crests (lower value results in more marked cells) Type : float in [0, 1000], default 2.0 sndparticle_potential_radius ¶ Radius to compute potential for each cell (higher values are slower but create smoother potential grids) Type : int in [1, 4], default 2 sndparticle_sampling_trappedair ¶ Maximum number of particles generated per trapped air cell per frame Type : int in [0, 10000], default 40 sndparticle_sampling_wavecrest ¶ Maximum number of particles generated per wave crest cell per frame Type : int in [0, 10000], default 200 sndparticle_update_radius ¶ Radius to compute position update for each particle (higher values are slower but particles move less chaotic) Type : int in [1, 4], default 2 start_point ¶ Start point Type : mathutils.Vector of 3 items in [-inf, inf], default (0.0, 0.0, 0.0), (readonly) surface_tension ¶ Surface tension of liquid (higher value results in greater hydrophobic behavior) Type : float in [0, 100], default 0.0 sys_particle_maximum ¶ Maximum number of fluid particles that are allowed in this simulation Type : int in [0, inf], default 0 temperature_grid ¶ Smoke temperature grid, range 0 to 1 represents 0 to 1000K Type : float array of 32 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0), (readonly) time_scale ¶ Adjust simulation speed Type : float in [0.0001, 10], default 1.0 timesteps_max ¶ Maximum number of simulation steps to perform for one frame Type : int in [1, 100], default 4 timesteps_min ¶ Minimum number of simulation steps to perform for one frame Type : int in [1, 100], default 1 use_adaptive_domain ¶ Adapt simulation resolution and size to fluid Type : boolean, default False use_adaptive_timesteps ¶ Automatically decide when to perform multiple simulation steps per frame Type : boolean, default True use_bubble_particles ¶ Create bubble particle system Type : boolean, default False use_collision_border_back ¶ Enable collisions with back domain border Type : boolean, default False use_collision_border_bottom ¶ Enable collisions with bottom domain border Type : boolean, default False use_collision_border_front ¶ Enable collisions with front domain border Type : boolean, default False use_collision_border_left ¶ Enable collisions with left domain border Type : boolean, default False use_collision_border_right ¶ Enable collisions with right domain border Type : boolean, default False use_collision_border_top ¶ Enable collisions with top domain border Type : boolean, default False use_color_ramp ¶ Render a simulation field while mapping its voxels values to the colors of a ramp or using a predefined color code Type : boolean, default False use_diffusion ¶ Enable fluid diffusion settings (e.g. viscosity, surface tension) Type : boolean, default False use_dissolve_smoke ¶ Let smoke disappear over time Type : boolean, default False use_dissolve_smoke_log ¶ Dissolve smoke in a logarithmic fashion. Dissolves quickly at first, but lingers longer. Type : boolean, default True use_flip_particles ¶ Create liquid particle system Type : boolean, default False use_foam_particles ¶ Create foam particle system Type : boolean, default False use_fractions ¶ Fractional obstacles improve and smoothen the fluid-obstacle boundary Type : boolean, default False use_guide ¶ Enable fluid guiding Type : boolean, default False use_mesh ¶ Enable fluid mesh (using amplification) Type : boolean, default True use_noise ¶ Enable fluid noise (using amplification) Type : boolean, default False use_slice ¶ Perform a single slice of the domain object Type : boolean, default False use_speed_vectors ¶ Caches velocities of mesh vertices. These will be used (automatically) when rendering with motion blur enabled. Type : boolean, default False use_spray_particles ¶ Create spray particle system Type : boolean, default False use_tracer_particles ¶ Create tracer particle system Type : boolean, default False use_viscosity ¶ Simulate fluids with high viscosity using a special solver Type : boolean, default False vector_display_type ¶ NEEDLE Needle – Display vectors as needles. STREAMLINE Streamlines – Display vectors as streamlines. MAC MAC Grid – Display vector field as MAC grid. Type : enum in [ 'NEEDLE' , 'STREAMLINE' , 'MAC' ], default 'NEEDLE' vector_field ¶ Vector field to be represented by the display vectors FLUID_VELOCITY Fluid Velocity – Velocity field of the fluid domain. GUIDE_VELOCITY Guide Velocity – Guide velocity field of the fluid domain. FORCE Force – Force field of the fluid domain. Type : enum in [ 'FLUID_VELOCITY' , 'GUIDE_VELOCITY' , 'FORCE' ], default 'FLUID_VELOCITY' vector_scale ¶ Multiplier for scaling the vectors Type : float in [0, 1000], default 1.0 vector_scale_with_magnitude ¶ Scale vectors with their magnitudes Type : boolean, default False vector_show_mac_x ¶ Show X-component of MAC Grid Type : boolean, default True vector_show_mac_y ¶ Show Y-component of MAC Grid Type : boolean, default True vector_show_mac_