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Got a new CPU in yesterday, so I've spent the last day or so fiddling with it to see what I can get it to do. Now that it's more or less settled I decided to do a quick fluid sim to test it out a bit. See attached. Just some magically appearing fluids hitting a randomly spinning object to throw it around a bit. Nothing terribly sexy I'm afraid!

Anyway, this is definitely a step up over what I had before! Now this was just a quick little sim, but it still baked out pretty fast, and rendering didn't take terribly long either. I also took the opportunity to mess with some materials and settings to try and approve the fluid appearance over past attempts, and I think I've got something pretty decent here. S'got some nice goopiness, some nice cling, some transparency that varies with thickness...   all in all I'm excited to put this to use in something more serious in the hopefully not too distant future. :D

This is clearly not any kind of high art, just screwing around, but I thought some of y'all might find it mildly interesting to see some more of my behind the scenes practice.


Comments

Rechan

Hurry, throw it on someone's face or dripping out of a hole for us to really test.

ruaidri

Was only planning on doing a quick mechanical test, but I might be able to whip something up over the weekend....

Ztpia

What's the new CPU? Threadripper?

ruaidri

3950x. I needed decent single-core speed for physics simulations, but I can use the multi-core ooph for rendering stuff, so it seemed like a nice balance at an only slightly ridiculous price. :P

Bloudin Ruo

Looks really, really good! Definitely a big step up from anything anyone is doing right now, even people who have been animating for years professionally. Do you have any thoughts on wet fur again or is that still something for the future?

ruaidri

Since making this I've actually discovered a bit of a big problem with fluid simulation in general... as far as I can tell, there's no way to make fluid 'stick' to a surface as it moves around. Like, it'll hit an obstacle and stick to it fine enough, but then if that obstacle moves it'll slide right out from under the fluid. So I can splatter some fluids on a character's face for example, and it'll stick where it lands as long as they don't move, but if they turn their head the fluid will slide along the side of their face. Not only is this a problem on it's own, but it creates issues with wetting effects, like the wet fur. If the character moves a little it can create huge swathes of 'wet' area from just a little fluid, which looks very wrong. I've been racking my brain trying to come up with some way of faking fluid effects or alternate simulators or something to make fluids behave on a moving character, but so far I haven't been able to think of anything. In the meantime I can fake things if the character doesn't move around too much while they're getting soaked, but it's not ideal...