Page 1 of 1

liquid absorbtion

Posted: Wed Dec 23, 2015 7:16 pm
by seghier
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

Re: liquid absorbtion

Posted: Wed Dec 23, 2015 9:39 pm
by christianz
Here, Realflow offers the option of "wet maps" that dry gradually over time.

Re: liquid absorbtion

Posted: Wed Dec 23, 2015 9:44 pm
by seghier
nice
any tutorials ?

Re: liquid absorbtion

Posted: Wed Dec 23, 2015 11:04 pm
by christianz
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)

Re: liquid absorbtion

Posted: Thu Dec 24, 2015 3:32 am
by seghier
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 ?

Re: liquid absorbtion

Posted: Thu Dec 24, 2015 5:20 am
by seghier
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

Re: liquid absorbtion

Posted: Mon Jan 11, 2016 4:11 pm
by LuisMiguel
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.