Cerenthea solo- hole view fluids done (Patreon)
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VSE cerenthea solo_6_0001-1885.mp4
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I took a lot of testing and messing with stuff but finally the fluids for the back view are done. One of the reasons this took such a long time is I had to figure out why there were there's awful gaps between the fluid when her hole moves up quickly.
I had the substep emissions on the fluid emitter around her hole turned up 24, then I tried 48 but it didn't make a difference so I thought "augggh... do I really have to mess with the minimum substeps in the domain settings"
The reason why this sucks is because like... the solver will try to do as few substeps as it can. The minimum is 1 and the maximum is 24 by default.
But you can force the solver to do more substeps for better accuracy by setting the minimum to a higher value. So what I ended up doing was testing just cranking up the minimum substeps would resolve the gap issue and welp... it did.
But that means that I had to keyframe the minimum substeps on the frame before large movements. So each time the hole moves up, the frame before it has a minimum substep of 24.
So testing these shots went particularly slow because some frames took a very long time to sim... however, you can't argue that it did lead to buttery smooth fluid!
This is a pretty important tip about FLIP fluids to removing gaps between fluid so as part of that tutorial/explainer thing I'm doing (it's not dead or anything, I've just been procrastinating on recording more voice over for it...) I'll talk about it.
Like just to give you an idea of the testing I do for my stuff, I always do a zillion viewport renders of tests...
And that's just the tests I render an animation of, lots of fluid turns out so awful that I don't even take the time to do a viewport render because I can already tell it's bad even without seeing it at 24 fps!
I've been working on stuff though while these fluids have been testing, I just figured I'd post about them when I was ready to make a post about the hole fluids for this. I didn't think it'd end up taking forever though (which is something I seem to say a lot >_>)
I've attached the animation so far with some test renders in the first scene, still WIP sound but I did make some more progress on the sounds.
The star-y glare thing is awful strong and I'll tone it down for the final, this was trying to get a good idea of what it might look like in motion when rendered.