Watch a FluidX3D wind solve live in the viewport: colors an analysis mesh with the velocity magnitude of the newest exported frame while the GPU solver runs, updating as each frame lands. Also shows the final field of a completed run. Wire either the Run component's Case or Folder output into Case, and supply the mesh to read the wind on (e.g. a pedestrian-level plane).
Input
Name
Nickname
Description
Type
Case
C
FluidX3D run — accepts either the Run component's Case (VTK) or Folder output.
Text
Mesh
M
Analysis mesh to color, sampled at its vertices (e.g. a pedestrian-level plane at 1.5-2 m).
Mesh
Live
L
Keep watching the case for new frames and repaint as they land.
Boolean
Max Speed
Max
Top of the color scale in m/s. 0 = auto: grows with the largest speed seen this session, so colors stay comparable across frames instead of rescaling on every export.
Number
Avg Window
Avg
Trailing time-average window in simulated seconds. 0 = show the newest frame as-is (instantaneous LES fields look gusty/patchy by nature); > 0 = average all exported frames within the last N simulated seconds, which converges toward the mean field the other engines report. Updates live as new frames land either way.
Number
Output
Name
Nickname
Description
Type
Mesh
M
The analysis mesh, vertex-colored by velocity magnitude (bake to keep the colors).
Mesh
Speeds
V
Velocity magnitude per mesh vertex, m/s (aligned with the mesh's vertex order).
Number
Time
t
Physical time of the displayed frame, in simulated seconds.