Hey tsn,
Glad you liked it, but do you mean mesh flicker with the fluid? I don't see any mesh flicker. Am I too much of an amateur to see?
Thanks.
Bug Report!!!!
Re: Bug Report!!!!
Yes, there's some flicker with fluid. It starts after ca. 5 sec and it's mainly located in the left part of the fluid, esp. around the bone that's touching the fluid border. It think it's an upper arm bone. It's not very strong, though visible. This flicker often occurs with very slow fluids, but also with very high particle friction settings of interacting objects. It's a know bug in the RK mesh engine, caused by an adaptive grid around the particle cloud. The standard mesh uses a fixed grid, as well the mesher of the RFRK (at least is has an option to activate the fixed grid).Oldcode wrote:Glad you liked it, but do you mean mesh flicker with the fluid? I don't see any mesh flicker. Am I too much of an amateur to see?
Cheers,
Thomas
Thomas Schlick | Next Limit Technologies
Re: Bug Report!!!!
Hey Thomas,
Thanks, yeah I see it now. Any idea if that bug will be addressed in RF 13?
I've been experimenting with different settings of sticky on the bed and viscosity on the particles. Low viscosity seems to work best, although I've not tried upping the sub steps yet, and high sticky seems to help keep the fluid in place. Since its a bed, the liquid would soak through the fabric and not move much on a real bed.
I already am using standard meshes because I don't have the render kit and it does not allow you to make Lightwave objects for your mesh. That's the only way I can import the mesh into Lightwave.
The multibody that has the bones in it does not have the SD <-> Curve option.
I left the particle friction at default.
Thanks again,
Oldcode

Thanks, yeah I see it now. Any idea if that bug will be addressed in RF 13?
I've been experimenting with different settings of sticky on the bed and viscosity on the particles. Low viscosity seems to work best, although I've not tried upping the sub steps yet, and high sticky seems to help keep the fluid in place. Since its a bed, the liquid would soak through the fabric and not move much on a real bed.
I already am using standard meshes because I don't have the render kit and it does not allow you to make Lightwave objects for your mesh. That's the only way I can import the mesh into Lightwave.
The multibody that has the bones in it does not have the SD <-> Curve option.
I left the particle friction at default.
Thanks again,
Oldcode
Re: Bug Report!!!!
Ok, I see. The Standard mesh doesn't have the jitter. This is something that only occurs with the RK mesh engine. The implementation of the RK engine inside RF is doesn't need an instance of the RFRK - this is just for clarification, but I guess you know that already. The RK engine inside RF also creates BIN file sequences and they are supported by LW's plugins - at least as far as I know. Unfortunately, the RFRK for is not available for LW due to restrictions in LW's C++ SDK.
"The multibody that has the bones in it does not have the SD <-> Curve option."
Yes, because MultiBodies don't support animation by default. It's only available with normal SD nodes. There's a trick on Luis Miguel's website how to do that anyway (you can find some more interesting things about MBs there as well):
http://luismma.wordpress.com/2011/03/04 ... -realflow/
"I've been experimenting with different settings of sticky on the bed and viscosity on the particles."
I'm pretty sure that this is the reason for the instabilities.
"The multibody that has the bones in it does not have the SD <-> Curve option."
Yes, because MultiBodies don't support animation by default. It's only available with normal SD nodes. There's a trick on Luis Miguel's website how to do that anyway (you can find some more interesting things about MBs there as well):
http://luismma.wordpress.com/2011/03/04 ... -realflow/
"I've been experimenting with different settings of sticky on the bed and viscosity on the particles."
I'm pretty sure that this is the reason for the instabilities.
Thomas Schlick | Next Limit Technologies
- LuisMiguel
- Posts: 528
- Joined: Fri Jun 04, 2010 2:37 pm
Re: Bug Report!!!!
Hey Oldcode,
Nice simulation!, but I think there are a couple of pieces jumping out the bed in a odd way. When importing multibodies you can control its density values, but modifying the density you'll change their mass as well. So, whether you open the menu File>Summary Info, you can take a look the Multibody node and the weight for each piece of the skeleton. Increasing the density value for them, the weight will change for the pieces in the summary info as well.
luisM.
Nice simulation!, but I think there are a couple of pieces jumping out the bed in a odd way. When importing multibodies you can control its density values, but modifying the density you'll change their mass as well. So, whether you open the menu File>Summary Info, you can take a look the Multibody node and the weight for each piece of the skeleton. Increasing the density value for them, the weight will change for the pieces in the summary info as well.
luisM.
Re: Bug Report!!!!
Thanks Luis,
Yeah, those two bones do act kind of funny. I thought it was due to the sticky setting on the bed was set very high and it was having a strange effect on some of the bones. I've since re-run the simulation, changing a few things. It's kind of funny, but its almost like throwing dice. You change one thing in the sim, even slightly, you can get totally different results.
Here, the bones fall much better. The only one that looks a little funny is the one that falls off the bed onto the floor. Since this is not a rendered version it looks strange when it falls off and spins while it slides, but other than that, I like how this came out.
Question: If I do not change the density the way you described, will they all have the same mass/weight?
Thanks again,
Oldcode
Yeah, those two bones do act kind of funny. I thought it was due to the sticky setting on the bed was set very high and it was having a strange effect on some of the bones. I've since re-run the simulation, changing a few things. It's kind of funny, but its almost like throwing dice. You change one thing in the sim, even slightly, you can get totally different results.
Here, the bones fall much better. The only one that looks a little funny is the one that falls off the bed onto the floor. Since this is not a rendered version it looks strange when it falls off and spins while it slides, but other than that, I like how this came out.
Question: If I do not change the density the way you described, will they all have the same mass/weight?
Thanks again,
Oldcode
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