Search found 36 matches
- Fri Oct 15, 2010 10:59 pm
- Forum: Wish List
- Topic: Mesh Based Wetmap
- Replies: 0
- Views: 3829
Mesh Based Wetmap
Hi guys! The particle/object collision based wetmap is good for most situations, but I have a project where there is a close-up shot of some water on concrete. In this example, although the water simulation is very high resolution, as the water spreads out on the surface, I am able to see wet streak...
- Wed Sep 08, 2010 1:05 am
- Forum: Wish List
- Topic: Faster Grid Splash and Foam
- Replies: 1
- Views: 3395
Faster Grid Splash and Foam
Hi guys,
I want to put in a wish for more optimized splash and foam generation. Right now, it is very slow and only utilizing 9-12% of my 6 core i7. Is there room for better performance in a future update?
Thanks,
Brian
I want to put in a wish for more optimized splash and foam generation. Right now, it is very slow and only utilizing 9-12% of my 6 core i7. Is there room for better performance in a future update?
Thanks,
Brian
- Tue Aug 24, 2010 4:26 pm
- Forum: Legacy
- Topic: Grid Fluid and Wetmap
- Replies: 1
- Views: 2747
Re: Grid Fluid and Wetmap
On second look, the grid particles may not be influencing the wetmap at all. I think only the splash particles have an influence.
- Tue Aug 24, 2010 4:01 pm
- Forum: Legacy
- Topic: Grid Fluid and Wetmap
- Replies: 1
- Views: 2747
Grid Fluid and Wetmap
Grid fluids aren't creating wetmaps very well based on resolution. I think the particles don't get close enough to the object to create the map, only if high velocity is creating a collision with the object. So if there is just a pool of particles on a surface, the wetmap remains all black because t...
- Fri Aug 20, 2010 3:57 am
- Forum: Wish List
- Topic: Multi-Threaded RealWave
- Replies: 0
- Views: 3998
Multi-Threaded RealWave
Hello Gentlemen,
I wish RealWave calculations to be multi-threaded. High resolution RW calcs are sloooow.
I wish RealWave calculations to be multi-threaded. High resolution RW calcs are sloooow.
- Mon Aug 16, 2010 1:25 pm
- Forum: Legacy
- Topic: Particle "thrust"?
- Replies: 2
- Views: 3760
Re: Particle "thrust"?
OK, thank you!
- Mon Aug 16, 2010 2:17 am
- Forum: Legacy
- Topic: Particle "thrust"?
- Replies: 2
- Views: 3760
Particle "thrust"?
In RF4 there was a way to make the particle emitter affect an attached object by pushing against it in the opposite direction of flow. Like a "thrust" option. (Can't remember the terminology). Is there a similar option in RF5, or is it automatically on if the emitter is attached to a dynamic object?
- Wed Aug 11, 2010 1:10 pm
- Forum: Legacy
- Topic: K_Volume Problem
- Replies: 5
- Views: 5759
Re: K_Volume Problem
Thanks for the response, and for the work-around.
- Wed Aug 11, 2010 2:19 am
- Forum: Legacy
- Topic: Large Images cause problems for forum
- Replies: 1
- Views: 2640
- Wed Aug 11, 2010 2:16 am
- Forum: Legacy
- Topic: K_Volume Problem
- Replies: 5
- Views: 5759
K_Volume Problem
Hello RF Team, I have found a situation that may or may not be a bug. Here is the situation: I have a mesh object to hold a grid fluid. I filled up the mesh object with grid fluid particles. http://i186.photobucket.com/albums/x267/Bubbaloo1974/001-1.jpg Next I want to lower the particle amount (I ov...