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Full Version: Fluids are fun to play with
Hash, Inc. Forums > Technical Direction and Development (Learning Animation:Master) > A:M Rendering, Compositing and Special Effects > Materials Laboratory > Water
GAngus
Having, way too much fun with the new fluids feature.
Once I figure out how to use them more, I hope I can come up with something perhaps a little more artistic.
Rodney
I haven't had the time to play with fluids yet so I appreciate every time you guys and gals post your projects.

Nice example! smile.gif
largento
Does look like fun. I'm going to have to mess with it at some point. My story has a volcano and I'm thinking fluids will be the perfect way to do the lava.
mouseman
I am impressed by all of the examples of the liquids simulation that I've seen. I haven't had time to play with it myself yet, though.

The ooze goes through the deflector object that it collides with a little bit. Is that expected behavior? Perhaps making a deflector object with some thickness would hide that, but it would be nice to know if it's possible to keep it from going through.
GAngus
QUOTE(mouseman @ Feb 9 2008, 06:38 PM) *
I am impressed by all of the examples of the liquids simulation that I've seen. I haven't had time to play with it myself yet, though.

The ooze goes through the deflector object that it collides with a little bit. Is that expected behavior? Perhaps making a deflector object with some thickness would hide that, but it would be nice to know if it's possible to keep it from going through.


Yes, the ooze does go a little beyond the outline of the splines at the bottom of each deflector but, does not really fall through. Each copy of the 3 deflectors here has a double thickness as with only 1 thickness they often fall right through to the floor.
At least with the double wall they become controllable.
From what I have read here "Fluids" is still under development so, perhaps there will be some additional control for this sometime.
The math for programing how a digital fluid interacts with a rigid object has got to be very complicated indeed but, is surely on the right track so far.
I too am very impressed with this new A:M feature.


Click to view attachment
John Bigboote
Hey GAngus- Cool test. It gets me to thinking...regarding the 'seeping' thru the geometry---What if you doubled-up the geometry(via a simple copy and paste and offset) ???

Which also leads me to think that the same approach (doubling of geometry) might also might benefit collision-detection in cloth and hair as well!

Something to consider and test...instead of 'waiting for them to fix it'...like we tend to do.
GAngus
" doubled-up the geometry"

YES, ... As per my example (uploaded-clip), those platter shaped objects ARE double thickness and it is THAT which keeps the ooze from falling through onto the floor. The ooze in my shaded example, slightly "shows-through" a little but, it is still quite under control which is OK with me here.
Here's a (more visual) wire of what is really going on..
Each platter is more of a 3D solid (spline-wise) rather than just a 2D "like" paper plate object.
That's what keeps the fluid *bubble entities* (before-rendering) from falling through.
It's really quite controllable if you take the time.
I'm sure Cloth is quite as complicated but you seem to have that under control with those cute little "barbie-doll" cuties you conjure up.
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