Originally posted by Gijs
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Vermouth animation
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The videotutorial is done. Hope you like it.
New Glu3D & Reactor videotutorial. Pouring vermouth and 2 olives in a glass with full interaction.
http://pwrapper.com/tutorials/tutorials.htm
Jesus Pedrosa Vidal
3D Services Coordinator
Next Limit SL
jesus@nextlimit.com
www.nextlimit.com
www.geocities.com/jesped.geo
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I like this animation quite a bit. I'd add some additional movement to the source of the pour. Just a little to add the sense that someone is holding the bottle. right now the pour seems to be coming from a rock solid source and depending how much this guy has had to drink, that would not be the case.
V Miller
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I have to agree with Mirko on the point that the pouring liquid seems more that what's actually in the glass. I'm using Glu3d as well and that's one of my little nit-picks about it (although it's still a great product!).
As a particle system, the liquid comes out of an emitter. Once it interacts with a solid object, the particles "settle" quite a bit. So the volume you see comeing out of the emitter tends to be a lot more than what it is in a "resting" state.
I thinke a better simulation would be to fill a container with the particles first and let them settle first, then pour from there into your final glass/object. You'd still get some distortion of the volume as the particles are stretching out, but I think it would be less obvious.
Either way, great job on the simulation!
Michael Logue
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In fact it is done that way. The particles from the emitter fall inside a "bottle" object and then pours into the glass. I think the problem is when the fluid particle stream falls from the bottle it spreads a little bit in the air and therefore the mesh it creates in that moment is a little thicker. Anyway, I increased the standard gravity setting for this simulation for it to pour faster than normal, so maybe using the standard setting will solve this problem.
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Roger that. Maintaining a consistent volume is difficult with this plugin. For instance, when you have individual particles break off from the mass, depending on your surface settings, they loose their surface mesh. So if your particles hit an object at a high velocity, you can loose a lot of volume. I still like it, but of course there's always room for improvement.
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