Forum Moderators: Lobo3433 Forum Coordinators: LuxXeon
Blender F.A.Q (Last Updated: 2024 Apr 21 9:14 pm)
Hello EClark
Not sure if this will help but here is a fluid simulation of water being poured into a glass that might give you some idea why in your sim it is going thru instead of spreading like syrup would over pancakes http://www.blenderguru.com/tutorials/create-a-realistic-water-simulation/ Hope it gives you some guidance till someone else chimes in
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Is this intended to be an animated project or still shot?
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It's a still shot. I make props for use in Poser and my modeler of choice is Blender. I want to use the fluid simulator in Blender to create the syrup flowing down the pancakes.
I did go and watch the video Lobo suggested. I also found some things I missed. However I still can seem to make the fluid collide with anything.
EClark1894 posted at 6:10PM Mon, 15 February 2016 - #4255248
It's a still shot. I make props for use in Poser and my modeler of choice is Blender. I want to use the fluid simulator in Blender to create the syrup flowing down the pancakes.
I did go and watch the video Lobo suggested. I also found some things I missed. However I still can seem to make the fluid collide with anything.
Understood. Well, glad you got it worked out in the end. The reason I had asked is that I recently finished modeling a stack of pancakes with syrup and butter for a freebie item I plan to give away, and I was going to suggest a few alternative methods for dealing with the syrup for still modeling. While fluid simulation is excellent for animation and can certainly give you very realistic results even for a still image, it probably provides the least amount of user control over the final look of the mesh. Using the sculpting tools, for example, to mould a "blob" of virtual clay over the underlying pancake model would be a reasonable alternative, and give you nearly unlimited artistic control over the final look of the syrup. Another option is using retopology tools to poly model a base mesh that you can smooth with subdivision, and shape it with proportional editing or the sculpt tools, without dynamic tessellation. Learning to use and control the fluid sim is a noble goal though, so I look forward to seeing the results.
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EClark1894 posted at 6:38PM Mon, 15 February 2016 - #4255261
Actually, I still plan to use the sculpting tools. Using the fuid sim is bascially just a starting point.
Interesting idea. Look forward to seeing the results.
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EClark1894 posted at 10:57AM Wed, 17 February 2016 - #4255378
It's not going to work after all. The vertex count is going to go through the roof.
Yeah, that's what I imagined would happen unfortunately. You could try to retopologize the sim after collapsing to a static mesh, or decimate. The problem with decimation is that you end up with a potentially unusable topology, especially on objects that will have high gloss or refractive properties. Reflection and Refraction both rely in some capacity on surface normals, and decimating a mesh can often lead to some odd triangulated edges that could result in a less than satisfying material render. It all depends on how much decimation it requires. I'd consider retopology, or simply model a much more simple mesh, and deform to the shape you need, then use subdivision to finish it off.
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Looks good so far.
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I'm trying to make a pate of pancakes with syrup on top, but I'm having a bit if trouble with the fluid simulation. As far as I can tell everything is set up properly. I have a Fluid, Obstacle and Domain designated. I actually tried to have two obstacles, but I don't know if you can do that. Everything bakes fine, but when it comes time to play the sim back, The fluid just passes through the two obstacles and puddles at the bomm of the sequence. Any helpful suggestions?