Liquid Mercury Sim

Show us your Realflow WIPs
tomt55
Posts: 7
Joined: Wed Aug 25, 2010 4:35 pm

Liquid Mercury Sim

Postby tomt55 » Thu Aug 26, 2010 11:42 am

My latest project usin RF 5 and crowdflow. Please let me know if you can see any improvements. Towards the end of my sims the particles just give up on the path can anyone tell me why this is? They grind to a halt and just emit off elsewhere!:angry:

Click mehttp://vimeo.com/14447888

Thanks in advance


tomt55
Posts: 7
Joined: Wed Aug 25, 2010 4:35 pm

Liquid Mercury Sim

Postby tomt55 » Thu Aug 26, 2010 4:32 pm

please someone, anyone???

shaun_michael
Posts: 4766
Joined: Sun Sep 10, 2006 8:04 am

Liquid Mercury Sim

Postby shaun_michael » Thu Aug 26, 2010 4:36 pm

Can you fill us in with some more detail on your scene please? Screen shots etc are always useful.

Shaun

tomt55
Posts: 7
Joined: Wed Aug 25, 2010 4:35 pm

Liquid Mercury Sim

Postby tomt55 » Thu Aug 26, 2010 5:11 pm

Thanks Shaun

Just bare with me, will get some screenshots/info up shortly.

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FA1LURE
Posts: 224
Joined: Sat Feb 02, 2008 1:11 pm

Liquid Mercury Sim

Postby FA1LURE » Thu Aug 26, 2010 5:55 pm

Hey.

I feel like you can accomplish this effect with a spline wrap in any 3d app with the same shader.

It's a whole different story if you are set on creating it in realflow.

Not trying to discourage or stray you away. I just feel you can get the same results much faster than dealing with RF.

Good luck.
Defeat enemies with success.

shaun_michael
Posts: 4766
Joined: Sun Sep 10, 2006 8:04 am

Liquid Mercury Sim

Postby shaun_michael » Thu Aug 26, 2010 6:04 pm

If you do follow the RF route, the scene file would be very useful indeed.

Shaun

tomt55
Posts: 7
Joined: Wed Aug 25, 2010 4:35 pm

Liquid Mercury Sim

Postby tomt55 » Thu Aug 26, 2010 6:29 pm

Hi Shaun

Not sure how to upload a scene? Here is a screen shot of the problem.

http://yfrog.com/n0problemscenej

Thanks fa1lure, im not familiar with spline wrap, is this a Maya function? I was rendering in Maya anyway. Im still open to ideas though I am very short on time.

Could I poss email you the scene?

shaun_michael
Posts: 4766
Joined: Sun Sep 10, 2006 8:04 am

Liquid Mercury Sim

Postby shaun_michael » Thu Aug 26, 2010 9:29 pm

Which frame do the particles start veering from the path of Null02? Is the path from object frame range high enough, and I assume you've checked that the path follower strength and path connect radius still cover the particles by the time they reach that part of the path?

I'm kinda shooting in the dark really without the scene and unfortunately I'm not available tomorrow to take a look. Have you contacted IoSim directly, via the forum, he's very active here - drop him a PM?

Shaun

shaun_michael
Posts: 4766
Joined: Sun Sep 10, 2006 8:04 am

Liquid Mercury Sim

Postby shaun_michael » Thu Aug 26, 2010 9:30 pm

Not sure how to upload a scene?

Oh, and you wont be able to upload a scene here, just upload it to a file sharing site and post a link here.

Shaun

tomt55
Posts: 7
Joined: Wed Aug 25, 2010 4:35 pm

Liquid Mercury Sim

Postby tomt55 » Thu Aug 26, 2010 11:14 pm

Thanks I will contact him, it was around frame 187. Not sure about those things you talked about, I can check but im not sure exactly how to tweak these.


http://www.4shared.com/file/DqmXwslG/CrowdTest.html


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