liquid absorbtion

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seghier
Posts: 27
Joined: Wed Jun 19, 2013 11:42 am

liquid absorbtion

Post by seghier » Wed Dec 23, 2015 7:16 pm

Hello
when a liquid intersect with some materials like wood and paper , sea water and sand.... ; these materials absorb the liquid and left traces
can realflow calculate these absorbtion texture on the limits of the liquid ?

Image

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christianz
Posts: 27
Joined: Fri Jun 18, 2010 8:34 pm
Location: Switzerland

Re: liquid absorbtion

Post by christianz » Wed Dec 23, 2015 9:39 pm

Here, Realflow offers the option of "wet maps" that dry gradually over time.

seghier
Posts: 27
Joined: Wed Jun 19, 2013 11:42 am

Re: liquid absorbtion

Post by seghier » Wed Dec 23, 2015 9:44 pm

nice
any tutorials ?

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christianz
Posts: 27
Joined: Fri Jun 18, 2010 8:34 pm
Location: Switzerland

Re: liquid absorbtion

Post by christianz » Wed Dec 23, 2015 11:04 pm

https://www.youtube.com/watch?v=Z6dEd2M4vTQ
http://support.nextlimit.com/display/rf ... p+Creation

The challenge with wet maps is the final rendering in your 3D application. You get a greyscale bitmap from real flow. How you use that in the rendering is up to you (for example in the reflection channel to give the impression of wetness)

seghier
Posts: 27
Joined: Wed Jun 19, 2013 11:42 am

Re: liquid absorbtion

Post by seghier » Thu Dec 24, 2015 3:32 am

Many thanks
that's good ; i used maxwell render and i will try
i am not sure if i can render sequence of textures with maxwell
can hybrido wet do that ?

seghier
Posts: 27
Joined: Wed Jun 19, 2013 11:42 am

Re: liquid absorbtion

Post by seghier » Thu Dec 24, 2015 5:20 am

maxwell plugin for 3dsmax support sequence maps created with realflow
but the problem is with multibody
when i convert object to multibody the simulation give nice result but if i use object as it is i got wrong result

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LuisMiguel
Posts: 528
Joined: Fri Jun 04, 2010 2:37 pm

Re: liquid absorbtion

Post by LuisMiguel » Mon Jan 11, 2016 4:11 pm

Hi,

For the multiboy check the isosurface for it. In the Display tab for your multibody, you'll have the isosurface parameter to display the isosurface in viewport. Try to set the geometry a bounding box to see the isosurface in a better way. The isosurface should be like the original geometry so the fluid can be colliding properly against it. If not, you will need to modify its cell size. Check this link below to know how it works.

https://luismma.wordpress.com/2014/06/1 ... parameter/

luisM.

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