# FluidDomainSettings(bpy_struct)

base class — `bpy_struct`

class `bpy.types.``FluidDomainSettings`(bpy_struct)

  Fluid domain settings

  `adapt_margin`

    Margin added around fluid to minimize boundary interference

    Type: | int in [2, 24], default 0

  `adapt_threshold`

    Maximum amount of fluid cell can contain before it is considered empty

    Type: | float in [0, 1], default 0.0

  `additional_res`

    Maximum number of additional cells

    Type: | int in [0, 512], default 0

  `alpha`

    Buoyant force based on smoke density (higher value results in faster rising smoke)

    Type: | float in [-5, 5], default 0.0

  `axis_slice_method`
    - `FULL` Full, Slice the whole domain object.
    - `SINGLE` Single, Perform a single slice of the domain object.

    Type: | enum in [‘FULL’, ‘SINGLE’], default ‘FULL’

  `beta`

    Buoyant force based on smoke heat (higher value results in faster rising smoke)

    Type: | float in [-5, 5], default 0.0

  `burning_rate`

    Speed of the burning reaction (higher value results in smaller flames)

    Type: | float in [0.01, 4], default 0.0

  `cache_data_format`

    Select the file format to be used for caching volumetric data

    Type: | enum in [‘NONE’], default ‘NONE’

  `cache_directory`

    Directory that contains fluid cache files

    Type: | string, default “”, (never None)

  `cache_frame_end`

    Frame on which the simulation stops

    Type: | int in [1, 1048574], default 0

  `cache_frame_pause_data`

    Type: | int in [-inf, inf], default 0

  `cache_frame_pause_guide`

    Type: | int in [-inf, inf], default 0

  `cache_frame_pause_mesh`

    Type: | int in [-inf, inf], default 0

  `cache_frame_pause_noise`

    Type: | int in [-inf, inf], default 0

  `cache_frame_pause_particles`

    Type: | int in [-inf, inf], default 0

  `cache_frame_start`

    Frame on which the simulation starts

    Type: | int in [-1048574, 1048574], default 0

  `cache_mesh_format`

    Select the file format to be used for caching surface data

    Type: | enum in [‘NONE’], default ‘NONE’

  `cache_noise_format`

    Select the file format to be used for caching noise data

    Type: | enum in [‘NONE’], default ‘NONE’

  `cache_particle_format`

    Select the file format to be used for caching particle data

    Type: | enum in [‘NONE’], default ‘NONE’

  `cache_type`

    Change the cache type of the simulation

    - `REPLAY` Replay, Use the timeline to bake the scene. Pausing and resuming possible.
    - `MODULAR` Modular, Bake every stage of the simulation separately. Pausing and resuming possible.
    - `FINAL` Final, Bake the entire simulation at once. Only generates the most essential cache files. Pausing and resuming not possible.

    Type: | enum in [‘REPLAY’, ‘MODULAR’, ‘FINAL’], default ‘REPLAY’

  `cell_size`

    Cell Size

    Type: | float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0), (readonly)

  `cfl_condition`

    Maximal velocity per cell (higher value results in greater timesteps)

    Type: | float in [0, 10], default 0.0

  `clipping`

    Value under which voxels are considered empty space to optimize caching and rendering

    Type: | float in [0, 1], default 0.0

  `coba_field`

    Simulation field to color map

    - `COLOR_R` Red, Red component of the color field.
    - `COLOR_G` Green, Green component of the color field.
    - `COLOR_B` Blue, Blue component of the color field.
    - `DENSITY` Density, Quantity of soot in the fluid.
    - `FLAME` Flame, Flame field.
    - `FUEL` Fuel, Fuel field.
    - `HEAT` Heat, Temperature of the fluid.
    - `VELOCITY_X` X Velocity, X component of the velocity field.
    - `VELOCITY_Y` Y Velocity, Y component of the velocity field.
    - `VELOCITY_Z` Z Velocity, Z component of the velocity field.

    Type: | enum in [‘COLOR_R’, ‘COLOR_G’, ‘COLOR_B’, ‘DENSITY’, ‘FLAME’, ‘FUEL’, ‘HEAT’, ‘VELOCITY_X’, ‘VELOCITY_Y’, ‘VELOCITY_Z’], default ‘DENSITY’

  `color_grid`

    Smoke color 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)

  `color_ramp`

    Type: | `ColorRamp`, (readonly)

  `data_depth`

    Bit depth for writing all scalar (including vector) lower values reduce file size

    - `16` Float (Half), Half float (16 bit data).
    - `32` Float (Full), Full float (32 bit data).

    Type: | enum in [‘16’, ‘32’], default ‘32’

  `density_grid`

    Smoke density 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)

  `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.

    Type: | enum in [‘LINEAR’, ‘CUBIC’], default ‘LINEAR’

  `display_thickness`

    Thickness of smoke drawing in the viewport

    Type: | float in [0.001, 1000], default 0.0

  `dissolve_speed`

    Determine how quickly the smoke dissolves (higher value makes smoke disappear faster)

    Type: | int in [1, 10000], default 0

  `domain_resolution`

    Smoke Grid Resolution

    Type: | int array of 3 items in [-inf, inf], default (0, 0, 0), (readonly)

  `domain_size`

    Domain size in meters (longest domain side)

    Type: | float in [0.001, 10000], default 0.0

  `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 Fluidflow script from current domain settings during bake. This is only needed if you plan to analyse the cache (e.g. view grids, velocity vectors, particles) in Fluidflow 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 0.0

  `flame_max_temp`

    Maximum temperature of the flames (higher value results in faster rising flames)

    Type: | float in [1, 10], default 0.0

  `flame_smoke`

    Amount of smoke created by burning fuel

    Type: | float in [0, 8], default 0.0

  `flame_smoke_color`

    Color of smoke emitted from burning fuel

    Type: | float array of 3 items in [0, inf], default (0.0, 0.0, 0.0)

  `flame_vorticity`

    Additional vorticity for the flames

    Type: | float in [0, 2], default 0.0

  `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 0.0

  `fluid_group`

    Limit fluid objects to this collection

    Type: | `Collection`

  `force_collection`

    Limit forces to this collection

    Type: | `Collection`

  `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 0.0

  `gravity`

    Gravity in X, Y and Z direction

    Type: | float array of 3 items in [-1000.1, 1000.1], default (0.0, 0.0, 0.0)

  `guide_alpha`

    Guiding weight (higher value results in greater lag)

    Type: | float in [1, 100], default 0.0

  `guide_beta`

    Guiding size (higher value results in larger vortices)

    Type: | int in [1, 50], default 0

  `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 0.0

  `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 ‘NEAREST’

  `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 0.0

  `mesh_concave_upper`

    Upper mesh concavity bound (high values tend to smoothen and fill out concave regions)

    Type: | float in [0, 10], default 0.0

  `mesh_generator`

    Which particle levelset generator to use

    - `IMPROVED` Final, Use improved particle levelset (slower but more precise and with mesh smoothening options).
    - `UNION` Preview, Use union particle levelset (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 0.0

  `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 0

  `mesh_smoothen_neg`

    Negative mesh smoothening

    Type: | int in [0, 100], default 0

  `mesh_smoothen_pos`

    Positive mesh smoothening

    Type: | int in [0, 100], default 0

  `mesh_vertices`

    Vertices of the fluid mesh generated by simulation

    Type: | `bpy_prop_collection` of `FluidDomainVertexVelocity`, (readonly)

  `noise_pos_scale`

    Scale of noise (higher value results in larger vortices)

    Type: | float in [0.0001, 10], default 0.0

  `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 0

  `noise_strength`

    Strength of noise

    Type: | float in [0, 10], default 0.0

  `noise_time_anim`

    Animation time of noise

    Type: | float in [0.0001, 10], default 0.0

  `noise_type`

    Noise method which is used during the high-res simulation

    Type: | enum in [‘NOISEWAVE’], default ‘NOISEWAVE’

  `openvdb_cache_compress_type`

    Compression method to be used

    - `ZIP` Zip, Effective but slow compression.
    - `BLOSC` Blosc, Multithreaded compression, similar in size and quality as ‘Zip’.
    - `NONE` None, Do not use any compression.

    Type: | enum in [‘ZIP’, ‘BLOSC’, ‘NONE’], default ‘BLOSC’

  `particle_band_width`

    Particle (narrow) band width (higher value results in thicker band and more particles)

    Type: | float in [0, 1000], default 0.0

  `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 0

  `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 0

  `particle_number`

    Particle number factor (higher value results in more particles)

    Type: | int in [1, 5], default 0

  `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 0.0

  `particle_randomness`

    Randomness factor for particle sampling

    Type: | float in [0, 10], default 0.0

  `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 0

  `point_cache`

    Type: | `PointCache`, (readonly, never None)

  `point_cache_compress_type`

    Compression method to be used

    - `CACHELIGHT` Lite, Fast but not so effective compression.
    - `CACHEHEAVY` Heavy, Effective but slow compression.

    Type: | enum in [‘CACHELIGHT’, ‘CACHEHEAVY’], default ‘CACHELIGHT’

  `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 0

  `show_velocity`

    Toggle visualization of the velocity field as needles

    Type: | boolean, default False

  `simulation_method`

    Change the underlying simulation method

    - `FLIP` FLIP, Use FLIP as the simulation method.

    Type: | enum in [‘FLIP’], 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 0.0

  `slice_method`

    How to slice the volume for viewport rendering

    - `VIEW_ALIGNED` View, Slice volume parallel to the view plane.
    - `AXIS_ALIGNED` Axis, Slice volume parallel to the major axis.

    Type: | enum in [‘VIEW_ALIGNED’, ‘AXIS_ALIGNED’], default ‘VIEW_ALIGNED’

  `slice_per_voxel`

    How many slices per voxel should be generated

    Type: | float in [0, 100], default 0.0

  `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_combined_export`

    Determines which particle systems are created from secondary particles

    - `OFF` Off, Create a seperate 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_k_b`

    Amount of buoyancy force that rises bubbles (high value results in bubble movement mainly upwards)

    Type: | float in [0, 100], default 0.0

  `sndparticle_k_d`

    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 0.0

  `sndparticle_k_ta`

    Maximum number of particles generated per trapped air cell per frame

    Type: | int in [0, 10000], default 0

  `sndparticle_k_wc`

    Maximum number of particles generated per wave crest cell per frame

    Type: | int in [0, 10000], default 0

  `sndparticle_l_max`

    Highest possible particle lifetime

    Type: | float in [0, 10000], default 0.0

  `sndparticle_l_min`

    Lowest possible particle lifetime

    Type: | float in [0, 10000], default 0.0

  `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 0

  `sndparticle_tau_max_k`

    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 0.0

  `sndparticle_tau_max_ta`

    Upper clamping threshold for marking fluid cells where air is trapped (highe value results in less marked cells)

    Type: | float in [0, 1000], default 0.0

  `sndparticle_tau_max_wc`

    Upper clamping threshold for marking fluid cells as wave crests (higher value results in less marked cells)

    Type: | float in [0, 1000], default 0.0

  `sndparticle_tau_min_k`

    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 0.0

  `sndparticle_tau_min_ta`

    Lower clamping threshold for marking fluid cells where air is trapped (lower value results in more marked cells)

    Type: | float in [0, 1000], default 0.0

  `sndparticle_tau_min_wc`

    Lower clamping threshold for marking fluid cells as wave crests (lower value results in more marked cells)

    Type: | float in [0, 1000], default 0.0

  `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 0

  `start_point`

    Start point

    Type: | float array 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 behaviour)

    Type: | float in [0, 100], default 0.0

  `temperature_grid`

    Smoke temperature grid, range 0..1 represents 0..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 0.0

  `timesteps_max`

    Maximum number of simulation steps to perform for one frame

    Type: | int in [1, 100], default 0

  `timesteps_min`

    Minimum number of simulation steps to perform for one frame

    Type: | int in [1, 100], default 0

  `use_adaptive_domain`

    Adapt simulation resolution and size to fluid

    Type: | boolean, default False

  `use_adaptive_timesteps`

    Type: | boolean, default False

  `use_bubble_particles`

    Create bubble particle system

    Type: | boolean, default False

  `use_collision_border_back`

    Enable collisons with back domain border

    Type: | boolean, default False

  `use_collision_border_bottom`

    Enable collisons with bottom domain border

    Type: | boolean, default False

  `use_collision_border_front`

    Enable collisons with front domain border

    Type: | boolean, default False

  `use_collision_border_left`

    Enable collisons with left domain border

    Type: | boolean, default False

  `use_collision_border_right`

    Enable collisons with right domain border

    Type: | boolean, default False

  `use_collision_border_top`

    Enable collisons 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

    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 False

  `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 False

  `use_noise`

    Enable fluid noise (using amplification)

    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

  `vector_display_type`
    - `NEEDLE` Needle, Display vectors as needles.
    - `STREAMLINE` Streamlines, Display vectors as streamlines.

    Type: | enum in [‘NEEDLE’, ‘STREAMLINE’], default ‘NEEDLE’

  `vector_scale`

    Multiplier for scaling the vectors

    Type: | float in [0, 1000], default 0.0

  `velocity_grid`

    Smoke velocity 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)

  `viscosity_base`

    Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)

    Type: | float in [0, 10], default 0.0

  `viscosity_exponent`

    Negative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6)

    Type: | int in [0, 10], default 0

  `vorticity`

    Amount of turbulence and rotation in smoke

    Type: | float in [0, 4], default 0.0

  classmethod `bl_rna_get_subclass`(id, default=None)

    Parameters: | id (string) – The RNA type identifier.
    Returns: | The RNA type or default when not found.
    Return type: | `bpy.types.Struct` subclass

  classmethod `bl_rna_get_subclass_py`(id, default=None)

    Parameters: | id (string) – The RNA type identifier.
    Returns: | The class or default when not found.
    Return type: | type

Inherited Properties

`bpy_struct.id_data` |

Inherited Functions

`bpy_struct.as_pointer` `bpy_struct.driver_add` `bpy_struct.driver_remove` `bpy_struct.get` `bpy_struct.is_property_hidden` `bpy_struct.is_property_overridable_library` `bpy_struct.is_property_readonly` `bpy_struct.is_property_set` `bpy_struct.items` `bpy_struct.keyframe_delete` | `bpy_struct.keyframe_insert` `bpy_struct.keys` `bpy_struct.path_from_id` `bpy_struct.path_resolve` `bpy_struct.pop` `bpy_struct.property_overridable_library_set` `bpy_struct.property_unset` `bpy_struct.type_recast` `bpy_struct.values`

References

`FluidModifier.domain_settings` |