What am I looking at?
Inertia versus stickiness
Every fluid — air, water, honey, the rock of Earth’s mantle — is pulled between two things.
Inertia: moving fluid wants to keep moving. Viscosity: fluid sticks to itself and
smears every motion out. The Reynolds number is simply the ratio of the two.
Re =
speed × sizeviscosity
=
inertiaviscous drag
Here is the strange part: only that ratio matters. A bacterium in water lives much as you would
swimming in tar. A model plane in a wind tunnel tells you about the real one if
the Re is the same. That is why one dial is enough to go from microbes to whales.
Build a world
Things to try
- Push the fluid at Re 1, then at Re 1,000. Swipe through it. In syrup your push dies the moment you stop; at high Re it keeps swirling long after.
- Find where the wake starts to swing. Creep the dial up from 20. Somewhere near Re ≈ 47 the twin eddies break loose and begin to march.
- Drag the obstacle. Haul it through still fluid and watch the vortices it sheds.
- Draw your own shape with the pen, and see what kind of wake it leaves.
- Un-stir a fluid. In Un-stirring, smear four drops of dye by turning the inner cylinder, then turn it back. In syrup the drops reassemble, every speck; in water they never do. G. I. Taylor showed this with corn syrup in 1967 — at low Re, the flow has no memory of its own.
- Switch to Pressure to see the squeeze in front of the obstacle and the suction behind it — that difference is drag.
How this works
This is a real fluid solver, not an animation: a lattice-Boltzmann method (D2Q9) running
on your GPU as WebGL shaders. Hundreds of thousands of cells, each updated about a thousand times per
second, give the flow. The smoke is dye carried along by it. Above Re ≈ 2×10⁴ the grid can no longer
resolve the smallest eddies; a Smagorinsky subgrid model stands in for them. Below Re ≈ 0.1 the
picture stops changing at all — creeping flow looks the same all the way down to the bacteria. The flow is
2-D, so its turbulence is the flat kind; real wakes beyond Re ≈ 200 also twist in three dimensions.
In Un-stirring, water is the same solver with a turning wall. Syrup is Stokes flow, the limit Re → 0, where
the flow follows the wall instantly and in proportion: the solver finds the flow for one wall speed, and every moment
of the stroke is that, scaled. The dye is 65,536 particles, so nothing blurs, and what comes back is what the flow
brought back.