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Aevium Viemme
08-13-2003, 07:18 AM
I was doing the tut linked from XSIBase.com on setting up a waterfall, only I was doing that with a cup. I'm still not even a week old in the XSI world, so I apologize if I sound like I'm stupid (it's only natural :p). I set up the particles and forces to work flawlessly for me. Then I opened the Render Tree, got the volume shader and the surface both Particle_blob variants, and when I render, the particles disappear. I've tweaked IOR, and they do appear to be refracting like one big block. So I think the problem lies in how I made the material.

I'm using XSI 3.5

Any tips, suggestions? :wavey:

Aevium Viemme
08-13-2003, 06:53 PM
Never mind, I'm just stupid :rolleyes:. Created Fluid particles and all went well :D.

Aevium Viemme
08-13-2003, 10:48 PM
Another problem :annoyed:

The Fluid works perfect, I can customize and set forces to it. But whenever I set my cup as the obstacle, it avoids it, very far away, even though I have it set as "Actual Shape."

Any help? :cry:

Edit: also noted is the fact that the cup is just modelled from a normal cylinder. Setting an unmodified cylinder, torus, or any other shape for that matter as the obstacle works the same way, the particles just collect on "top" of the obstacle's edges, a good distance above it.

Mangaka604
08-14-2003, 05:58 AM
Under the Obstacle Properties box, you'll see a attributes box called Physical. In this box, you'll see options to set values for things like:
Friction - How much friction force to affect the particles


Elasticity - How far you want it to bounce

Push Length - Controls the offset the particle or object's distance at which it collides with the obstacle. Things like cloth, you might want a higher value but with particles/fluids, you'll probably want a value of zero or very close to it.

Tolerance - Allows to change the degree of accuracy of the collision.

For your situation, I would set your push length to 0 or 0.05 and your tolerance to 0.

Hope this helps!

Aevium Viemme
08-14-2003, 08:16 AM
Yep, I left Push value as default.
The problem was solved with d8ed's help.
Future pointers: delete previous obstacle objects, have a gravity force, start from scratch.

Thanks for your help, though :).

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