[HELP] FumeFX - Simulating ink drops in water ?


#6

hi and thx for your tips.Could you please tell me what are the krakatoa settings for simulating ink in water? how many particles, materials and density settings? I cannot obtain similar settings of your video… thx a lot :slight_smile:


#7

I think the settings are in the scene, Krakatoa is set up. Just make a lot of particles, like 10 partitions few million each, and use the additive density I think. It’s rendered in an old Krakatoa with the old shading model.


#8

Intrisia has a tutorial on his website covering that topic :slight_smile:

http://www.intrinsia.net/?p=250


#9

hey hristo, there’s any chance to grab that scene? i can’t find it in the site. thanks!


#10

Hey dementol, I suggest you try the tutorial first, you show us what you got and on the end we can help you to achieve a nice ink effect

cheers,
Bandu


#11

http://velevfx.com/2010/01/12/894/


#12

Cool dudes, thanks to both of you. i’m gonna make the tutorial first and then check the scene. Thanks again!


#13

this is what i got so far. i think its nice but still not like 100% ink. Krakatoa takes too much to partition and too much hard drive space!.

http://www.juanmisola.com/videos/wip/ink_test01.mov

http://www.vimeo.com/9020384

what could i do to make it better??

thanks for your help!


#14

That’s pretty good, IMO there is too much noise influence near the middle to end, the ink should remain more structured as it dissipates. Nice colour :slight_smile:


#15

I think you emit far too long. The ink drop would dissipate much faster, it would not continue gushing ink. The density of your krakatoa is also too high and it looks grainy, you could pull that down a bit. And make sure you render with motion blur :slight_smile:


#16

cool, thanks. i’v rendered with motion blur but 5 passes i think, don’t remember. well, based on your feedback im gonna keep trying. thanks dudes, in this days will post more videos. :slight_smile:

im not sure how reduce the noise, i have a noise map in fume fx, lowering the influence of this noise or how??


#17

You should use NO turbulence in fume grid! Turbulence is an external force, like wind. There is no wind in water. Add some Velocity Damping to your fume so it slows down more. And, DON’T kill the particles! Think of real Ink, it mixes with water but non of the ink atoms disappear, am I right?

cheers,
Bandu

PS: it is really cool for first test :buttrock:


#18

The molecules are there, it just dissolves and disperses :stuck_out_tongue:


#19

Yes you are 100% :slight_smile: but they also become so dilute as to not be visible (or barely visible), in which case it may be better to save system resources and just delete them:shrug: that’s just me though:D


#20

yes, on the condition you find the right balance and delete ONLY the particles that are ā€œnot visibleā€ any more. It is very easy to get a smoky look instead of an ink. With different Karakatoa settings you get different look and on the other hand you have the p-cloud density as well… so my suggestion is to have all particles since you can not create any on rendertime if the settings are wrong.
But who cares, final look is important :twisted::stuck_out_tongue:


#21

haha, touchƩ :smiley:


#22

this is what I’m trying to do too…but I cannot succees after watching the tutorial too…Could you please tell me how much particles did you use, if motion blur and additive mode are active and what material did you use for particles?
Thanks for info :slight_smile:


#23

sure I can tell you,

12.5 million particles at density 1.7 with exponent -4 and 16 motion blur segments
fumeFX with grid space 50x50x50
NO adaptive mode, bilinear filter

cheers,
Bandu


#24

thx a lot !!! I’ll try tonight and I’ll post my results!! I hope I finally come to achieve this beatiful effect!!! :slight_smile:
Have you used any particular setting for material or is it the override color option?


#25

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