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Scob
08-11-2006, 09:35 AM
Hi everybody..

I have a problem with the fluids.

I must do a match ignited , who is use as sword in a fight , so the match move very fast and in every direction.

And my problem is , when the match moves quickly , the fluid emission doesn t stay on the shape (which emit).

I already have try , the simulation rate scale , the buoyancy , fluid drop off, and to keyframe the emitter..(damp etc ..)

But nothing really work..:rolleyes:

So i can strech timing of the animation , but i think it s not the best solution,

Any tips welcome :)
Thanks,

This is my wip :blush:

ftp://ftp.nwavedigital.com/OUT/CGTALK/dje/Test_allumette_03.mov (ftp://ftp.nwavedigital.com/OUT/CGTALK/dje/Test_allumette_03.mov)

natsheh
08-12-2006, 08:24 AM
have you tried oversampling your fluids?

natsheh
08-12-2006, 08:25 AM
by the way ... . nice fluid simulation :)

Scob
08-14-2006, 03:24 PM
Thanks natsheh and thanks for your reply too ..:)

I will try with oversampling , but i m not sure that it works with the fluids.. :arteest:

cosku
08-14-2006, 04:17 PM
Hi,
In Fluid Effects - Create Cache - Options menu, you can increase/decrease the Sampling Rate to cache an over/undersampled Fluid.

Scob
08-16-2006, 03:43 PM
Hi..

Thanks for your reply cosku...
So, I did many many tests , with "the sampling rate " . The simulation seems to be better ,more subtle, but i have the same problem ..

So , i must strech the animation (* 2) and use the sampling rate to 2 .

This is one of my best results , but i m not satisfied , the behavior of the flame are a little strange.

I will try to make better, :shrug: , I hope ...

ftp://ftp.nwavedigital.com/OUT/CGTALK/dje/Match_06.mov (ftp://ftp.nwavedigital.com/OUT/CGTALK/dje/Match_06.mov)


Have a nice day :)

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