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Doriflow Release Notes

Doriflow 1.0

  • Strong performance in fluid-solid interaction

  • Solid-solid interaction is effective in certain scenarios. However, it may exhibit non-physical flinging behavior in low-resolution cases or during large impacts. As our current focus has been on fluid-solid interactions, substantial refinements to solid-solid interactions are planned for the next update.

  • The surface reconstruction (meshing) algorithm performs well generally, with the exception of high-splashing scenes involving a large number of droplets. Enhancements to the mesh engine are in the pipeline to address these specific scenarios.

  • The whitewater engine operates smoothly with a moderate number of particles (under 5 million). Higher particle counts can significantly slow down whitewater generation due to the overhead of loading fluid particles into the engine. We plan restructure this process to improve performance with larger particle counts in the near future.


Doriflow 1.1

  • Objects can now be assigned as Inlet or Keyframed.

    • Inlet objects: These are automatically set as planes emitting particles downward, with user control over maximum particle count and emission speed. To ensure proper alignment, the inlet plane should be oriented along one of the primary axes (X, Y, or Z). If the plane deviates from these axis-aligned orientations, particle alignment may be slightly off. This alignment issue will be addressed in the next patch.

    • Keyframed objects: provide enhanced scene control, allowing motion customization. However, note that rapid movements may cause solver divergence, leading to unstable simulations. This feature is compatible with uniform shapes but does not support rigged models yet.

  • Compute All Button: Streamline your entire workflow with the new "Compute All" button, which automates the simulation, mesh generation, and whitewater effects in one click. Once complete, you’re all set to render and focus on perfecting your final visuals.​

  • Meshing: Users can import fluid particles and convert them into a fluid mesh via Geometry Nodes or render them as spheres to achieve unique particle-flow visuals. Geometry Nodes offer flexibility in adjusting mesh resolution and creating separated mesh sections, allowing for creative control over the scene’s appearance.

  • Whitewater Improvements: Enhanced surface curvature detection now leads to more accurate foam and bubble formation. Users can set a percentage of whitewater particles to render as ico-spheres, which helps reduce memory load for complex scenes.

  • Expanded Presets: Ten new preset cases have been added to the paid version, designed based on user requests. These presets enable faster scene setup, letting users jump into simulation and focus on results.

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