Water (fluid simulation in Blender)

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kepler
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Water (fluid simulation in Blender)

Post by kepler » Sat Feb 03, 2007 6:41 am

Hello, this is my first image with Indigo using fluid simulation. I'm not satisfied with the look of the water; what do you think I should do to improve the quality of the liquid? In Blender the liquid settings were 0.1m real world size (~ the size of the can and the domain), 128 samples; in Indigo I have only set the IOR at 1.33.

This is a ~3h rendering, all suggestions are welcome!


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oodmb
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Post by oodmb » Sat Feb 03, 2007 12:27 pm

the indigo exporter does fluid simulations? last time i checked it just froze.
thats actualy an incredibly nice simulation. it is usualy incredibly hard to get good results in blender's fluid system. what i personaly would recomend is scalling the simulation size down to the area that you actualy see the water coming out of the can, then change the simulation size to about .03-4 meters. otherwise, i would recomend using a higher phong exponent on the can and if your using an 07 build, add some absorbance and scattering to the liquid, it might look a little better.
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Kachu
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Post by Kachu » Sat Feb 03, 2007 6:36 pm

the indigo exporter does fluid simulations? last time i checked it just froze.
no it dosnt. but you can import the raw model of a single frame of animation as an object. google bobj blender importer (or whatever the bake files are) its a nice script to have

as oodmb said increase the sim size. SSS would be a nice touch but just adding some color to the mix would enhance the image. reworking the actual flow of the fluid would be nice. when a coke can is topped over its flow isnt all at once like your sim is doing. air kind of cycles in stoping the flow of water.

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kepler
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Post by kepler » Sun Feb 04, 2007 2:13 am

Thank you very much for your replies. I've remaked the image, now it seems more like a beautiful image that I've seen in the gallery 8)


Image


I think that tweaking the Blender's fluid settings you can achieve very good results; in this case I've changed the domain size to 0.01m and obviously modified the initial velocity vector of the fluid. As you can see I've changed the color of the "water" as suggested and it seems better, don't you?

Maybe one of these days I will post an image in the "wip" section... 8)

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oodmb
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Post by oodmb » Sun Feb 04, 2007 7:58 am

definitly a better shot. i have heard of the blender fluid importer/exporter stuff but could never find it
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Kachu
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Post by Kachu » Sun Feb 04, 2007 6:26 pm

http://mediawiki.blender.org/index.php/ ... Simulation

To import a single fluid surface mesh you can use this script: .bobj.-Import-Script.
Right click save file as . . .
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Lord of the Rings Junkie
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Post by Lord of the Rings Junkie » Fri Feb 23, 2007 4:40 pm

Odd, I've exported fluids just like a normal scene before, no special scripts required. (Version 0.6)

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manitwo
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Post by manitwo » Fri Feb 23, 2007 8:27 pm

very nice LotRJ! ... and welcome aboard. :wink:

is the water-mesh bigger than the glas-mesh? if not, you may want to have a look here: http://www2.indigorenderer.com/joomla/f ... .php?t=637
for a correct glas-water rendering. (you would need 0.7 to render that)
keep it up!

Lord of the Rings Junkie
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Post by Lord of the Rings Junkie » Wed Feb 28, 2007 4:27 pm

Thanks for the tip! I'm not a test build fan, I'll have to wait for the stable version of 0.7.

So what's all this about needing a special script to export fluids?

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manitwo
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Post by manitwo » Thu Mar 01, 2007 12:14 am

Lord of the Rings Junkie wrote:So what's all this about needing a special script to export fluids?
no - just make the fluid a bit bigger so that it looks like ono's sketch in the
link above. dont know if it will look better then, but you may try :wink:

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Kram1032
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Post by Kram1032 » Thu Mar 01, 2007 1:24 am

If you don't use a special script, you can't edit the fluid, I think...
So decrease the glasobjects size a bit instead ;)

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