This is a WIP for my contest animation, but I did not post it in the challenge forum because it's not using the scene provided, it's simply a particle test for the "splash" on the walls.
Ok so here is my splash test (don't worry, less than 400 kb). The problems I'm encounterring are:
1- There's a big amount of particles being generated by a scaled up rectangle emitter, but for some reason, when these particles hit the groun right off the begining (check it out in the first few frames), they go to the ground and it's like they loose all inital randomness/velocity/friction. It's like a river of something.
2- When the water hits the wall on the right side (our right side, the tunnel's left side), why doesn't the fluid rollover on its self to the other side, instead it makes this crazy splash or what not, you know what I mean.
3- This is actualy a question: How do I make it so that my texture is edited by realflow? I would like the tips of the fluid to be white, like real water, I think this is called "waking"... could be way off though?
Thanks in advance guys.
P.S. In RF, I'm using attractors to get the fluid to get to the end of the hallway, is this a bad idea?
Hallway Flooding
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first i would make you emitter bigger.. and pointed more directly at the wal.. to get the curl.
secondly, i use the speed uv map and a gradient... works ok, you can hide alot of this with spray and blur.
secondly, i use the speed uv map and a gradient... works ok, you can hide alot of this with spray and blur.
Brandon Young
www.byvfx.com
FX Artist | TD
www.byvfx.com
FX Artist | TD
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brandony wrote: secondly, i use the speed uv map and a gradient... works ok, you can hide alot of this with spray and blur.
Could you explain this a lil more, I've never imported texutres into RF before
Hallway Flooding
oh i meant once you are out of RF the mesh should be mapped via the speed of the particles.
Brandon Young
www.byvfx.com
FX Artist | TD
www.byvfx.com
FX Artist | TD
Hallway Flooding
Rather than scaling up the emitter use a smaller scene scale (.1 .05 .02?)..
Right away your scene dynamics will look quite different.
PS. Bail the attractor, you do not need it. Think about a gas truck releasing a full load at the end of a hallway,.. is there any doubt that it will reach the opposite end?
Do not over filter your meshes, this is why you are getting pointy meshing towards the end of your test sequence.
Just curious, how long do you think a good hallway simulation will take to calculate? Anyone chime in.
-Shea :walkman:
Right away your scene dynamics will look quite different.
PS. Bail the attractor, you do not need it. Think about a gas truck releasing a full load at the end of a hallway,.. is there any doubt that it will reach the opposite end?
Do not over filter your meshes, this is why you are getting pointy meshing towards the end of your test sequence.
Just curious, how long do you think a good hallway simulation will take to calculate? Anyone chime in.
-Shea :walkman:
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well those 67 or so frames took 26 hours on my RF, but like you said I over filtered them.
-In cinema 4d, how do I map a texture based on the particles speed/velocity?
- My scene scale is 0.01 , default for c4d
-In cinema 4d, how do I map a texture based on the particles speed/velocity?
- My scene scale is 0.01 , default for c4d
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-In cinema 4d, how do I map a texture based on the particles speed/velocity?
Good question... I am afraid, we can't do that...:/
RF10 standard + RFC4D
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ChristianZ wrote:-In cinema 4d, how do I map a texture based on the particles speed/velocity?
Good question... I am afraid, we can't do that...:/
I think I have a max 8 demo laying around somewhere... :)
Hallway Flooding
I think I have a max 8 demo laying around somewhere...
With RF3 & Max 8 the speed material is not fully implemented. I did however discover that the RF mesher will store speed data in the vertex channel, and so this opens that channel to masking and blending of shaders, etc. Similar principles could apply to your C4D workflow.
I would be interested to hear about the RF4 shaders for Max 8, one tip is to include the particle bin as well as the meshed results because it looks like the programmer was hooking into that data to give the speed shader more options and dynamic range (the gradient from slow to fast particle is quite narrow in my research).
Pixel velocity threshold maps and compositing techniques are to be considered as well, gotta love having options and flexibility in post.
I can probably find some test movies with speed data and or help you build a Max 8 material if you like.
-Shea :walkman:
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That would be cool, especially considering I hate the max interface and I probably won't be able to do anything with it ahha
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