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TheSpleen
What I would like is to be able to make small leaks of different strengths throughout my Ark.
And on this possible title clip I am wanting a splash of water hitting the Earth, but not alot.
Like when someone throws a drink in another persons face. The Earth is that face and I want it to splash and drip.
Is that possible?
Point me in the direction if this is feasable?
Tutorial?
Thanks!

Gene


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MJL
Doesn't anybody want to give us a hand?
largento
I can't offer too much of an assist, but my first thought is that a sprite emitter would be the way to go for the high-pressure leaks. I really haven't gotten my feet wet with fluids yet (pun intended.) :-)
TheSpleen
QUOTE(largento @ Mar 19 2010, 06:16 AM) *
I can't offer too much of an assist, but my first thought is that a sprite emitter would be the way to go for the high-pressure leaks. I really haven't gotten my feet wet with fluids yet (pun intended.) :-)

I am willing to give it a shot.
largento
You'd have to experiment, but one thing to try might be to put a container shape under the emitter and then animate it like you would the glass if you were throwing a glass of water in someone's face. Give it some time to "fill up" first.
TheSpleen
but how do I make water?
where do I start?
NancyGormezano
QUOTE(TheSpleen @ Mar 19 2010, 10:12 AM) *
but how do I make water?
where do I start?


There is water and then there is water...

I haven't really played with liquids - here's one tutorial

here's BigBoote's quickie intro to fluids

John the Bigboote Campbell Soupie-Floopie man - also has done a video - use search on "liquids" and ye shall find -


And then again - there is cloth, or just making a surface and displacing cps - all depends on whatcha wants to do.
fae_alba
QUOTE(TheSpleen @ Mar 19 2010, 01:12 PM) *
but how do I make water?
where do I start?


I'm biting my tongue.
largento
Hey Gene, the really short version is that you create a material and change the attribute type to fluids. Then you create a model with at least one patch and apply that material to it. That will create an emitter that you can place in your choreography. Fiddling with all of the settings is the time consuming part.
TheSpleen
Thanks! biggrin.gif
Paul Forwood
You could do something like this:
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This is just a really rough attempt at testing the concept but with some care you could do some effective splashes that would fit well with your syle.
TheSpleen
QUOTE(fae_alba @ Mar 19 2010, 10:50 AM) *
QUOTE(TheSpleen @ Mar 19 2010, 01:12 PM) *
but how do I make water?
where do I start?


I'm biting my tongue.

that sounds like the painful way but I'll try it.
jimd
QUOTE(TheSpleen @ Mar 20 2010, 05:51 AM) *
QUOTE(fae_alba @ Mar 19 2010, 10:50 AM) *
QUOTE(TheSpleen @ Mar 19 2010, 01:12 PM) *
but how do I make water?
where do I start?


I'm biting my tongue.

that sounds like the painful way but I'll try it.


give this a try
mess with the material settings to change the fluid
TheSpleen
Thank you!
johnl3d
Bit late here is my quick attempt...modified gravity forces as well as material...sorry but have not played with fluid for a while


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slightly different view
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decal not included

a quick tweak
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serg2
example
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TheSpleen
Cool!
Paul Forwood
Ooo! Very nice one, Serge! smile.gif
TheSpleen
QUOTE(serg2 @ Mar 21 2010, 12:37 AM) *

Awesome!
it's missing the earth tga
but it's perfect!
TheSpleen
It's making my AM freeze up ohmy.gif
Paul Forwood
Fluids are very memory and CPU intensive! I think Serge has an i7 with lots of RAM. (Lucky guy!)
You could try turning down the number of particles until you get to a stage where A:M stops crashing.

------------
Edit:
I see what is happening now. The project opens with particles turned on and the frame counter at 01:00. This means that you will have to wait for A:M to calculate and plot all of the fluid particles for the whole animation before you will be given control. Just wait and then immediately turn off particles. Make sure that they are turned off in any other windows that you may have open! Save the project now to ensure that it opens with particles off next time. Leave particles off until you have turned down the Rate of Emission and then try turning particles on again in just one window. Find the level that your machine can handle and then render to see if the effect still stands up. If not then play with the properties.

In Serge's example I think that you can turn initial velocity right down to 0 because the liquid is just being collected in the container.
serg2
I have i7 870 RAM 4 G

Light version prj
Click to view attachment
I do not understand why in a camera view occurs clipping
(Particles are cut off by square area)

Thank
TheSpleen
nvidia geoforce 9600m gt with 512mb dedicated
Intel core2 duo CPU P9600 2.40ghz
6gb Ram
64 bit system
Paul Forwood
QUOTE
nvidia geoforce 9600m gt with 512mb dedicated
Intel core2 duo CPU P9600 2.40ghz
6gb Ram
64 bit system

Your machine should be able to handle it. I don't know what else you might have running that could be sapping your resources.
TheSpleen
trying a 10 second render of his prj file
first frame at 4 hours and counting, must be figuring out all 10 seconds
AM does seem to be running as the little alien guys are constantly beating each other.
I will let it run and see what happens. Once initial frame is done rest should go faster.
HomeSlice
When doing test renders just to see what is happening, it helps to render at the lowest resolution you can get away with while still being able to see what tis going on. Also, rendering multipass with 1 pass speeds things up to.

QUOTE
I do not understand why in a camera view occurs clipping
(Particles are cut off by square area)

I think I read this is a new feature Steffen added to that latest A:M (15J+). It is supposed to help speed up fluids in real time I think.
serg2
I am am confused with a trimming artefact at render (red line in www.mov)

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yoda64
QUOTE(HomeSlice @ Mar 22 2010, 01:31 AM) *
QUOTE
I do not understand why in a camera view occurs clipping
(Particles are cut off by square area)

I think I read this is a new feature Steffen added to that latest A:M (15J+). It is supposed to help speed up fluids in real time I think.


There is a speedup only for very big fluidsystems , where particles much outside the viewport
HomeSlice
QUOTE
I am am confused with a trimming artefact at render (red line in www.mov)

That is strange. I don't know why that happens. Maybe post this issue in its own thread and hope Yoda will see it?
serg2
Particles are cut off because of the included parametre "Clipping to visible viewport = ON"
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video without clipping:

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On the rests of drops on sphere it is possible to notice that water is not linked (not glued) to rotating sphere though flows down on it

TheSpleen
your incredible serg!
Paul Forwood
Click to view attachment
Fluids are tricky!
I have played around wiht this so much and have had frozen renders for about 90% of my attempts. I have had to turn off alot of surface properties and have reduced the rate of emissions to just 300 diminishing to 0 over about 3 frames. I haven't figured out what causes the freeze for sure but it is probably a combination of settings.
This was my last attempt:
Click to view attachment
Not great but has potential. smile.gif
--------------------------------
Edit:

This one is a little better. Slightly more particles and I animated the "Cull Particles" property so that the splash would look more like a splash.
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TheSpleen
I been experimenting too.
fluids are very touchy.
TheSpleen
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