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'Bringing Home The Blue' - In Progress Image

Posted: Thu Aug 11, 2005 12:50 am
by Becco_UK
Image

Just a quick preview image of an in progress C4D scene that originally started out as something much simpler. Saturday I was messing about with trying to get glass and fluid to work together more accurately than I usually manage.

So I ended up with a partially filled sphere and things developed from there.

In particular: The 'liquid was generated using RealFlow3. As I mentioned before I was only messing about in some spare moments and the scene just developed. I exported a sphere (with a low value vibrate tag) from C4D to RealFlow as a .sd file. In RealFlow3 a fill deform emitter, applied to the sphere, with a volume setting of about 60% was used.
A gravity setting of aprox' 10 was applied to a daemon affecting the particles.
A low value value surface tension daemon was also applied to the particles - just to hold the liquid together.
The sim produced 81 frames in about 2 hours which isn't too bad for 193265 particles per frame on my humble home built machine.
When the sim' was run, the gentle motion of the sphere (due to the exported vibrate tag data) caused the fluid particles to slosh around.
The particles were meshed within RealFlow3 and exported as a mesh sequence.
Initially, in C4D, I chose just one frame of the sequence to use and made this an editable object. As the other spheres were added later I just used a couple of frames from the existing RealFlow3 sequence.
From there I messed about with different booleans to get the fluid looking how I wished it to when rendered. In particular I did not wish to see the glass thickness were the liquid was touching.
That's more or less how the 'fluid' was created then.

Texturing is to be completed when a few more scene elements have been added.

This image is a 4 hour render that reached just over sample level 13.

Presently, maxwell materials include dielectrics and diffuse.

The scene was lit with the Physical Sky and sunlight.

thank you for your interest.

Posted: Thu Aug 11, 2005 12:54 am
by Becco_UK
Image

For those that adore particles, this image is a RealFlow3 screen grab of frame 58 of the above mentioned particle sequence.

Posted: Thu Aug 11, 2005 3:37 am
by Intuition
I've been using realflow again as of late and I noticed that realflow3 doesn't seem to have mesh clipping the way 1.5 used to.

I swear there was a setting where you could pick the object for mesh clipping and then the fluid mesh would conform its shape to the objects mesh. Currently the only clipping item makes the polygons disappear instead of conforming to the shape of the collision object.

WHat happened?

I bet if I re install 1.5 I can make it do it in a snap.

Posted: Thu Aug 11, 2005 10:13 am
by victor
Clipping in RF always worked in the same way. Polygons can be clipped using a reference object, but not trimmed to adapt exactly to the shape of that object.

Posted: Thu Aug 11, 2005 4:15 pm
by Intuition
Hmm, I thought it could before.

I imagine this feature would make it easier for fluid simulations to look even more photoreal in regards to fillng glasses and such.

But, it may be a coding nightmare. :wink: