Search found 36 matches

by BrianLooney
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...
by BrianLooney
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
by BrianLooney
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.
by BrianLooney
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...
by BrianLooney
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.
by BrianLooney
Mon Aug 16, 2010 1:25 pm
Forum: Legacy
Topic: Particle "thrust"?
Replies: 2
Views: 3760

Re: Particle "thrust"?

OK, thank you!
by BrianLooney
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?
by BrianLooney
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.
by BrianLooney
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...