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Fluid Test
Posted: Fri Dec 07, 2007 1:05 pm
by pauljohns
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?
Posted: Fri Dec 07, 2007 10:50 pm
by Olis
Nice! I like those colors very much! About the black spots, I think they appear when the fluid is simulated at low resolution.
Posted: Sat Dec 08, 2007 1:54 am
by Kram1032
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

)
Posted: Sat Dec 08, 2007 6:34 am
by pauljohns
@ 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'
Posted: Sat Dec 08, 2007 11:16 am
by Kram1032
Oh O.o
ok, then...
omg, 50 (default) is far too low

As high as you can get, without crashing blender

The resolution automatically also regulates the amount of detail

Posted: Sat Dec 08, 2007 7:07 pm
by Dacksoldier
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
Posted: Sun Dec 09, 2007 3:37 pm
by DaveC
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.