// undine docs

Colliders

A collider is an object that interacts with the fluid and affects its motion.

In the simulation pipeline, colliders are part of scene configuration and continue to matter throughout boundary interaction during each simulation step.

Colliders in the pipeline

The user defines colliders during scene configuration, and the solver later accounts for that geometry during boundary interaction.

This makes colliders one of the clearest examples of how Blender scene objects and solver behavior meet.

StepControlPurpose
TaggingTag ColliderMarks the selected Blender object as a collision participant.
ValidationTagged in Scene: CollidersConfirms the expected collider count before solving.
PreparationBake colliders (animated)Builds animated collider data for the configured frame range.
SimulationCollider SDF controlsTunes how the solver predicts, bands, and resolves boundary contact.

Why colliders matter

Collision handling is one of the core simulation subsystems listed in the project overview. Keeping this chapter separate makes it easier to document scene interaction without mixing it into unrelated controls.

Collider SDF

The Collider (SDF) section controls how a fluid — viscous or not — responds when it touches an SDF collider. It is the fourth layer of viscosity behavior but applies to any liquid.

SDF settings are especially important for thin contacts, moving objects, and shots where fluid needs to slide, stick, or damp against a boundary. The percentage sliders map onto internal 0..1 strengths (0% → 0.0, 100% → 1.0).

ControlPropertyDefault · RangeWhat it does / when to tune
Predict Band Cellscollider_band_cells2 · 0–6Width of the predictive SDF band (in cells) used to condition contact. 0 disables it. More cells = earlier/softer contact detection at extra cost.
Boundary Band (vox)boundary_band_voxels1.0 · 0–4SDF edge smoothing band in voxels. 0 disables smoothing (hard edge). Raise for less stair-stepped contact.
Contact Radius Scalecollision_contact_radius_scale0.5 · 0–2Scales particle radius to a minimum contact offset against the collider in world-grid units. 0 = legacy behavior. Raise to avoid penetration/leaking on thin meshes.
Normal Dampingcollider_normal_damping_percent15% · 0–100%Damping of the normal component near the collider (per step). 0% = bounce preserved; high = the fluid loses impact velocity against the surface (less splash/bounce). Real property: collider_normal_damping (0..1).
Tangent Frictioncollider_tangent_friction_percent15% · 0–100%Tangential friction near the collider (per step). 0% = free slide; high = it slows while sliding along the surface. Real property: collider_tangent_friction (0..1).
Tangential Capture Speedcollider_stick_threshold0.02 · 0–5Tangential slip-speed threshold below which no-slip capture is reinforced. Slow material "sticks" to the wall.
Tangential No-Slip Strengthcollider_stick_strength0.6 · ≥0Strength of tangential no-slip. Affects slip only; it does NOT increase contact distance or normal separation. Raise so material adheres / does not slide on walls.
Slip Capturecollider_slip_capture_enabledFalse · boolEnables impact/settle slip capture: biases the tangential response by approach velocity. Reveals the tuning sub-panel below.

Slip Capture Tuning

Visible only with Slip Capture enabled. It biases tangential response by contact state, so a material can slide on impact but grip once it settles.

Impact and settled states are classified by the normal approach speed; the tangent and stick scales then shape how much the fluid slips or grips in each state.

Pros and cons of SDF colliders

  • Pros: fine physical control of contact (bounce vs friction vs no-slip), and state-based slip capture for materials that slide on the way down but grip once they rest.
  • Cons: many interdependent sliders; extreme damping/friction can glue the fluid artificially or kill splash dynamics. No-slip does not solve penetration — that is Contact Radius Scale / Boundary Band.
ControlPropertyDefault · RangeWhat it does
Impact Speedcollider_slip_impact_speed0.2 · 0–5Normal-speed threshold for classifying a contact as impact.
Settled Speedcollider_slip_settled_speed0.05 · 0–2Normal-speed threshold below which a contact is considered settled.
Impact Tangent Scalecollider_slip_impact_tangent_scale0.35 · 0–1Tangential friction scale while the contact is impact (<1 = more sliding on the hit).
Settled Tangent Scalecollider_slip_settled_tangent_scale1.1 · 1–2Tangential friction scale while the contact is settled (>1 = more grip at rest).
Settled Stick Scalecollider_slip_settled_stick_scale1.25 · 1–2.5Multiplier on the stick strength while the contact is settled.

Contact enhancement

Contact Enhancement can add particles near collider contact regions to reduce dry gaps and improve refill behavior.

The panel notes that Contact Band Cells must be greater than zero to enable collider-contact refill.

ControlPurposeNotes
Contact Band CellsEnables and sizes the contact refill band.Set above zero to enable contact refill.
Contact OversamplingControls extra sampling in the contact region.Higher values can improve coverage but increase particle work.
Contact Min PPCMinimum particles per cell near contacts.Useful when contact zones look under-filled.
Contact Mass BiasBiases mass behavior for contact refill.Tune carefully to avoid visible density changes.
Contact No Reseed CellsProtects a band from reseeding near contact.Can reduce unwanted particle churn around colliders.

Thin sheets and collider-heavy shots

Thin liquid sheets and complex collider interactions are difficult regimes for any solver.

When collider-heavy shots become unstable, first test with shorter frame ranges, higher substep safety, and conservative collider SDF values before increasing mesh quality.