The new Version 15 includes fluids.
For those who are impatient, you can just just load the following tutorial project:
Click to view attachment (for something less goopy, try changing the Goop material's surface tension to 200 instead of 300)
Tutorial:
Fluids are based on blobbies but their physics and some of their properties behave differently. Fluids are made of many droplets that interact with each other, in particular via pressure, surface tension and viscosity.
Create a new project and a new choreography.
From the library's models tab, drag the \Tutorials\smoke and \Primitives\Box models to the choreography. The smoke model will be our fluid emitter and the Box model will be used as a nozzle.
Create a new material, right-click its attribute and change its type to Particle System > Fluid.
Pop open the fluid emitter's properties.
Set the "Rate of Emission" and "Initial Velocity" to 700.
Turn on "Object Collisions".
Set the "Size > At birth" to 3cm.
The default droplet physics settings should work just fine.
Before continuing, make sure particle physics are turned on, your timeline is at 0 (so you don't inadvertently do a lot of calculations), and your view is in wireframe (wireframe renders fluids much faster than shaded mode).
Drag the fluid material onto the smoke model in the objects folder of the project workspace.
Another problem is that the emitter tends to spray the droplets instead of shooting out a stream. One reason is that the droplets are dispersed and their surface tension doesn't have much of a chance to cluster them into a solid stream. To help with this, rescale the emitter by 35% on the x axis and 50% on the z axis. The other reason is that the emitter randomly places droplets, and sometimes two droplets are put next to each other, causing them to push each other away with a lot of force. To help with this, we need a nozzle to collect any wayward droplets and give the fluid's pressure a chance to stabilize. The box model will be our nozzle; scale it by 30% on the x axis and y axis and rotate it by -45 degrees on the x axis. Translate it up so that it doesn't intersect the ground. Then rotate the fluid emitter by 45 degrees on the x axis and place it inside the nozzle at the very bottom.
Click to view attachment
The emitter and nozzle should look like the above image.
At this point, going forward in the timeline should yield a relatively coherent stream of droplets. If they formed a coherent stream then try viewing them in shaded mode. Be warned: Currently, the time it takes to generate the fluid surface heavily depends on how far spread out the droplets are. A coherent stream of fluid may be fast to render but if a single droplet gets very far away, it can slow things down a lot.
At this point, you can edit the surface attributes of the fluid material to make it look like water. Be careful to set your time to 0 before changing the surface attributes.
Finally, try doing a progressive render.
Click to view attachment
Another fluid example contributed by Stian <agep>
