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Tocy
09-22-2008, 08:31 PM
Hi!
I have to make a flaming sword, and my problem is when the sword does quick movements, the fluid leaves well-separated fire puffs where the sword was 1-4 frames before. Is there a way to make it more blended/connected somehow?
Thanks!
Gabor

Aikiman
09-23-2008, 08:30 AM
Problem is emission occurs on every frame so if your sword travels several voxels in one frame then you miss voxels out. One workaround is to do your render in passes. When you do your fluid pass slow your animation right down for example by 10. Then when you comp your fluid, speed it up again by 10 to match your original sword animation.

Scob
09-23-2008, 10:06 AM
Hi ,
You can also oversample your fluidCache , it s in the options of the cache creation.
Something like 2 or 3 but of course your cache will be heavier !

Cheers
Jerome

Duncan
09-23-2008, 05:05 PM
Another possible workaround might be to create a couple of other swords with time lagged animations(frame-1/3, frame-2/3) and also emit from them into the fluid. Divide the emission rates by the total number of swords and hide the additional ones. This will simulate much faster than oversampling, if simulation time is a bottleneck for you.

Duncan

Scob
09-24-2008, 09:52 AM
Another possible workaround might be to create a couple of other swords with time lagged animations(frame-1/3, frame-2/3) and also emit from them into the fluid. Divide the emission rates by the total number of swords and hide the additional ones. This will simulate much faster than oversampling, if simulation time is a bottleneck for you.

Duncan

Great Idea !!! :bowdown:

DJ_
09-24-2008, 11:20 AM
Another possible workaround might be to create a couple of other swords with time lagged animations(frame-1/3, frame-2/3) and also emit from them into the fluid. Divide the emission rates by the total number of swords and hide the additional ones. This will simulate much faster than oversampling, if simulation time is a bottleneck for you.

Duncan

All hail Sir Duncan! The master of the 3 fluid swords... :bowdown:

Tocy
09-24-2008, 01:41 PM
hi, thanks guys for the great ideas! All of them were useful. Also tried to set the simulation rate higher, was better with 3, but at 4 it did completely strange things. Funny. But now I'm approaching something usable (thanks to you)...
Bye
Gabor

warwickd
10-02-2008, 02:47 PM
great thread, cause im doing somthing very similar with a waving match and having the same problems. The other problem im having is that the flame is staying on too long, how do i change the life of the flame so that when it moves its not leaving a copy of the flame in its previous place? does that make sense??

thanks

Duncan
10-02-2008, 05:36 PM
For that you probably need to oversample the fluid when caching(at least for very fast motions). As well you might need higher buoyancy and density dissipation. In some cases you might wish to have a motion field attached to the fire emitter so that the movement pushes the surrounding air.

Duncan

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