View Full Version : -g fluid
10-25-2006, 03:53 AM
I have an FX shot I'm trying to work out right now and I have a few questions that relate to it. The shot is this: There is a guy holding a glass of ice tea while sitting in a chair. The ice tea in his glass, lemon and ice cubes all start to float up into the air.
I want the ice tea to float up with a very specific look, almost like it's "dripping" up and a bit cartoonishly viscous. I also want the ice cubes to be affected by the upward dripping liquid. I want each drip to 'fall' at a different rate. This however would possibly require the ice cubes and the drips to be part of the same simulation. I don't think Glu3D includes any physical object simulation tools does it to includes the ice cubes? Should I even create use a fluid sim should I just use a particle flow system with some sort of meshblob generator? I want each drip to look like it's in 0 G, sort of gyrating and pulsing as it tries to maintain a sphere, or now that I think about it, I want the whole thing to look kind of like a lava lamp.
I was thinking one way to do it would be for each drip to be a pflow emmitter and the have it be repulsed by other drips, but attracted to itself. This solution however also wouldn't model the motion of an ice cube 'falling' through each drip and sticking etc.
The only way I've figured out how to do this is to have a gravity force in the middle of the drip and then apply the keep apart node, however this doesn't work because the gravity will bring all the particles in and then they will rocket out and start a cycle of collapse and expansion. Is there a way to treat all the particles like they're little colliding spheres trying to huddle around the same fire?
10-31-2006, 09:55 AM
I made this test for you.
I created this by just making two spheres. Then made a Pflow with Position object(Surface) on the spheres. Used a script to put the position of all the particles into the particlevector.
Then I linked a deflector and a little wind to the icecube. When the deflector hits a particle it gets affected by the wind for X amount of frames. Then it finds its way back by the script vector.
Made some particle spawn to make the smaller drops. Then used either blobmesh or pwrapper to make the mesh round the particles.
Used a noise on the blobbed mesh to get it to move a bit.
This setup is a bit limited but you could easily take it further. (I didnt have more time)
If you wanna get more info on the Particlevector or Pflow in general. go to www.allanmckay.com (http://www.allanmckay.com)
hope this is helpful in some way...
10-31-2006, 05:38 PM
pleyboy is right with his setup :)
maybe give this plugin (free) a try as well:
10-31-2006, 11:28 PM
*giggles like a girl and claps his hands*
Thank you that's exactly what I was seeing in my head.
I'll play with this and be sure to post what I come up with in the coming weeks.
11-01-2006, 12:01 AM
Glad I could help.
Yeah, It would be cool to see what you come up with!
11-01-2006, 07:02 AM
wow, plejboy, that is sweet!
very inspiring! thanks for that!
11-01-2006, 07:02 AM
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