Comments: 8
AOGRAI [2016-09-19 12:10:07 +0000 UTC]
Wow, u are good!
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ClassicalSalamander [2016-09-10 12:53:18 +0000 UTC]
Nice work! I've done a bit of Blender Fluid Sim lately myself, for similar purposes. I like to keep my 'viscosity' somewhere around the 'honey' preset, just like you have it here, a bit more or less as required, and of course setting the domain size to the real-word size of the scene is useful. You've got it nailed, I think. The real challenge I've found is the memory and time required for detailed sims.. this looks very good, and at 250 final it's gonna render overnight with probably 2 gigs ram for the sim and scene and overhead... but man, running a fluid sim at 512 final, even with a decent quad-core and 16GB ram... that's painful. And overnight gets me like 8 frames, if the colliders are even the least bit complex... which of course they are, if you're running the sim that detailed.
I'm loving your scene so far, I'll be watching to see what you do with it!
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3dmania In reply to ClassicalSalamander [2016-09-10 14:43:02 +0000 UTC]
It really takes practice. The most important lesson I learned when using Fluidsim is that you need to keep your imported OBJ to a limit. Importing to much and defining it as an obstacle basically freezes your CPU.
I have found the best setting is about 250-350 detail with a standard UV Sphere is Inflow and subd on a setting of 2.0. Once the the scene is baked I transform the whole mesh into quads and use sculpt brushes to smooth out the mesh.
Its a lot of work, but when the result turns out great its really worth the effort. Perhaps one day I will make an expanded tutorial on youtube specifically for DAZ users
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randomname314 [2016-09-09 16:55:18 +0000 UTC]
So this is the big worm eh? Would love to see them sharing their meal!
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3dmania In reply to coolbazza [2016-09-09 10:26:56 +0000 UTC]
it has to soften up its mean first
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coolbazza In reply to 3dmania [2016-09-10 05:01:57 +0000 UTC]
Lol true!!
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