klaz
12-14-2010, 03:21 PM
Hi all,
I am trying to create a fireball kinda using a simple sphere as an emitter within a 3d fluid container. I have made several tests in empty scenes and managed to get a look i like. Having set up my scene now with the proper scale I found out that it does not work as it did (even with the same settings). Basically the result is not a flowing trail of smoke, but instead some blobs, as if it is skipping the rendering of some (in-between) frames. After several tests with size and resolution of the fluid container I have concluded that the problem is the actual emitter (sphere) moving too fast. However even if i increase the 'simulation rate scale' it does not seem to help. Are there any settings I have missed or any rules about fluids I have not followed?
I found that by changing the playback in the preferences to play every 0.1 of the frame, the fluid calculates as it should roughly. However this is not a real solution as i will be rendering out every frame and not any sub frames. An alternative would be to render eveything twice the frames (48fps or faster) and slow it down later on manually. This could be a solution but i doubt its the right/efficient way to go.
If you have any ideas or advice in solving this problem I would be grateful.
Here are some test renders to show you what i mean by not having a flow anf looking like blobs. One is a low rez and the other quite high. Also with simulation rate scale to 10 already. The sphere is moving from right to left.
http://fluidtest.weebly.com/uploads/9/3/5/0/935032/low_rez.jpg
http://fluidtest.weebly.com/uploads/9/3/5/0/935032/high_rez.jpg
I am trying to create a fireball kinda using a simple sphere as an emitter within a 3d fluid container. I have made several tests in empty scenes and managed to get a look i like. Having set up my scene now with the proper scale I found out that it does not work as it did (even with the same settings). Basically the result is not a flowing trail of smoke, but instead some blobs, as if it is skipping the rendering of some (in-between) frames. After several tests with size and resolution of the fluid container I have concluded that the problem is the actual emitter (sphere) moving too fast. However even if i increase the 'simulation rate scale' it does not seem to help. Are there any settings I have missed or any rules about fluids I have not followed?
I found that by changing the playback in the preferences to play every 0.1 of the frame, the fluid calculates as it should roughly. However this is not a real solution as i will be rendering out every frame and not any sub frames. An alternative would be to render eveything twice the frames (48fps or faster) and slow it down later on manually. This could be a solution but i doubt its the right/efficient way to go.
If you have any ideas or advice in solving this problem I would be grateful.
Here are some test renders to show you what i mean by not having a flow anf looking like blobs. One is a low rez and the other quite high. Also with simulation rate scale to 10 already. The sphere is moving from right to left.
http://fluidtest.weebly.com/uploads/9/3/5/0/935032/low_rez.jpg
http://fluidtest.weebly.com/uploads/9/3/5/0/935032/high_rez.jpg
