Sploosh (Anim)

Get feedback from others on your works in progress
Post Reply
10 posts • Page 1 of 1
neepneep
Indigo 100
Posts: 413
Joined: Wed Jun 28, 2006 10:21 am

Sploosh (Anim)

Post by neepneep » Sat Feb 17, 2007 4:31 am

I was trying out the blender fluid simulator and wanted to see how it rendered in Indigo and here's my first test.
Video (xvid - 2.3mb, quicktime - 7mb)

Some fun facts:

Rendered 4 seconds @ 24 fps in 15 hours or so.
Each frame rendered for +7 mins (+-130 mutations/pixel)

Blender fluid domain = 0.03
Fluid Resolution=125
Initial Ball of liquid=1 meter
Room=3x3x3 meters

I was trying to make water but I'm assuming the absorption is too high:

Code: Select all

	<medium>
		<name>Water.scatter</name>
		<precedence>15</precedence>

		<basic>
			<ior>1.333</ior>
			<cauchy_b_coeff>0.003</cauchy_b_coeff>

			<absorption_coefficient_spectrum>
				<uniform>
					<value>8.000</value>
				</uniform>
			</absorption_coefficient_spectrum>

		</basic>
	</medium>

	<material>
		<name>Water</name>

		<glossy_transparent>
			<exponent>500.000</exponent>
			<internal_medium_name>Water.scatter</internal_medium_name>
		</glossy_transparent>
	</material>
I'm going to do a much longer rendering just for shits and giggles but I want to make sure it look more like water so how should I best set up the material?

edit: Thanks to dougal for his post in this thread on how to do the animation.
Last edited by neepneep on Sat Feb 17, 2007 4:56 am, edited 1 time in total.

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Sat Feb 17, 2007 4:46 am

It really looks nice!
Water from the Amount of 1000l nearly shouldn't show absorption, I'd say...
Except this, it really looks awesome ;)
Which V of Blender is it?

User avatar
Xman
Posts: 202
Joined: Sat Jun 24, 2006 9:56 pm
Location: Guangdong-China

Post by Xman » Sat Feb 17, 2007 5:01 am

Very very nice, great work :wink:
Intel i7-920,RAM 3G ,GeForce 9800GTX+.

neepneep
Indigo 100
Posts: 413
Joined: Wed Jun 28, 2006 10:21 am

Post by neepneep » Sat Feb 17, 2007 5:07 am

Kram1032 wrote: Which V of Blender is it?
Its the most recent RC release for 2.43 which has the newer fluids stuff in it.


Anyone have any ideas on how to make a toxic-snot-green type material?

Kachu
Posts: 54
Joined: Tue Sep 19, 2006 9:12 am

Post by Kachu » Sat Feb 17, 2007 1:55 pm

Very nice. Did you import every bobj for the animation, or did you do somthing else?
Everyone else is doing it so : Core 2 duo E6600, 2 gb ram, Nvidia 8800 640 GTS and 250 gb hd

User avatar
OnoSendai
Developer
Posts: 6244
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Post by OnoSendai » Sat Feb 17, 2007 3:42 pm

Water would have far less absorption, yeah.
(unless it's mixed with large amounts of something like die)

Dunno about the toxic green mat, u may wanna try some SSS.

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Sat Feb 17, 2007 11:43 pm

hmmmm

<rgb>1.0 0.5 0.0</rgb> would be a nice colour, I think...
Also would be funny with a bit light emitting ;)
(I know: Not very realistc... A bit nuclear like...)

neepneep
Indigo 100
Posts: 413
Joined: Wed Jun 28, 2006 10:21 am

Post by neepneep » Sun Feb 18, 2007 4:41 am

Kachu wrote:Very nice. Did you import every bobj for the animation, or did you do somthing else?
I just exported everything with the 'Export Anim' button in the Blender Exporter and then followed Dougal2's instructions for setting up the batch files to render each frame.
Kram1032 wrote:<rgb>1.0 0.5 0.0</rgb> would be a nice colour, I think...
Also would be funny with a bit light emitting Wink
(I know: Not very realistc... A bit nuclear like...)
I'm not looking for realism, but I most definitely would love to do radioactive glow somehow...
OnoSendai wrote:Dunno about the toxic green mat, u may wanna try some SSS.
I tried SSS but it was just lacking that glow .... I thought it would be neat if a SSS material could be used on a light emitting mesh and then with a touch of bloom the material would be glowing?

User avatar
zsouthboy
Posts: 1395
Joined: Fri Oct 13, 2006 5:12 am

Post by zsouthboy » Sun Feb 18, 2007 5:05 am

Higher than 1 albedo possibilities could help out...

wink wink Ono. :D

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Sun Feb 18, 2007 8:10 am

Which just would raise the value of reflected light to over the value, that hits the material^^
But in this case, it would be very useful...

Also, if Emit = Material, you could use Blend for applying SSS+Emit ;)

Post Reply
10 posts • Page 1 of 1

Who is online

Users browsing this forum: No registered users and 59 guests