Doing some tests with an elastic body colission. Everything works but when caching the sim at playback the endresult of the elastic body is shown at frame 1? Can I get rid of this endstate showing up at the start of the simulation?
Thanks
Philip
elastic sim cache endstate shown
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elastic sim cache endstate shown
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Re: elastic sim cache endstate shown
That's caused by your cache settings. By default, RF|C4D uses the "Point Level Animation (PLA)" option. When this option is active, RF|C4D creates a copy of the original elastic object in a new group named "Scene (Cache)". What you see at frame 1 is just the original object. When you make it invisible (go to Scene > Elastic) everything will be OK again.
Since this description might be a little bit difficult to understand I've added a screenshot
Since this description might be a little bit difficult to understand I've added a screenshot
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Re: elastic sim cache endstate shown
Ah I knew it had to be something simple. Thanks Thomas. Next step is adding a fluid to the colission container for the flexible object to make a splash in. This could be simulated in one run right? Or do I use the cached flexible object to deform the fluid?
Philip
Philip
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Re: elastic sim cache endstate shown
Yes, it's possible to do everything in one pass, but it might happen that the object's interaction with the fluid doesn't turn out as expected. I remember some other user struggling with the amount of splashes, because the body - in his case it was a rigid body - just touched the surface, but didn't really submerge. I was able to fix this issue with rather high elastic density settings between 10.000 und 20.000. So you certainly have to do some tests with different values.
Currently the interaction of fluids/materials with different densities is not as good as it should be. There's definitely room for improvement and in my opinion it lacks physical accuracy, but we're on this issue.
Another idea is to use the cached PLA object and apply collider and volume tags. Then you can adjust the splashes with the collider's friction and roughness, but also with a drag force daemon for the fluid. Maybe that's the better method to start with.
Currently the interaction of fluids/materials with different densities is not as good as it should be. There's definitely room for improvement and in my opinion it lacks physical accuracy, but we're on this issue.
Another idea is to use the cached PLA object and apply collider and volume tags. Then you can adjust the splashes with the collider's friction and roughness, but also with a drag force daemon for the fluid. Maybe that's the better method to start with.
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Re: elastic sim cache endstate shown
I think I'll try option B first Thomas.
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