Fluid Test

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pauljohns
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Fluid Test

Post by pauljohns » Fri Dec 07, 2007 1:05 pm

I'm learning about Blender still, so recently, I've been messing with fluids, and I have a question. Are the little black reflections in the following renderings normal? Or or they more like inverted normals?
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Olis
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Post by Olis » Fri Dec 07, 2007 10:50 pm

Nice! I like those colors very much! About the black spots, I think they appear when the fluid is simulated at low resolution.

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Kram1032
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Post by Kram1032 » Sat Dec 08, 2007 1:54 am

those black spots look pretty much like normalsmoothing issues, to me...

try to subsurf the liquid twice. If you can't, at least subdivide once and add an edgesplit modifier ;) (some edges will get rendered as sharp, but it'll look better than this, especially, as it'll happen with far less edges, due to the single subsurf ;))

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pauljohns
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Post by pauljohns » Sat Dec 08, 2007 6:34 am

@ Kram: i subsurfed 4 times each.

@ Olis: Thanks! What resolution do you think I should bake at? For these, I just used default settings then subsurfed x 4 and used 'set smooth'

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Kram1032
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Post by Kram1032 » Sat Dec 08, 2007 11:16 am

Oh O.o
ok, then...

omg, 50 (default) is far too low :P
As high as you can get, without crashing blender ;) The resolution automatically also regulates the amount of detail :)

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Dacksoldier
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Post by Dacksoldier » Sat Dec 08, 2007 7:07 pm

my first thought would be the mesh is too thin for the light to be calculated correctly and causes the simulation to be null
second would be the reflection value is too low and is being maxed out and isn't reaching the camera from the light source

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DaveC
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Post by DaveC » Sun Dec 09, 2007 3:37 pm

It's probably the subsurf that is actually causing the black spots! Try applying the subsurf modifier before export. See if it makes a difference.
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