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  • #16
    i tried that, and it works in the viewport.
    in the cull options of krakatoa i added the simulator after enabling show mesh and it indeed deleting the particles that intersect with the liquid.
    but during render time the liquid mesh disappear and so krakatoa not recognizance the simulator as culling object anymore.

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    • #17
      the mesh disappears during rendering? is it disabled for rendering or it's a kind of undesired behavior?
      ______________________________________________
      VRScans developer

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      • #18
        seems so.
        i just tested this:
        isolated only the simulator and rendered one frame of the liquid (in show mesh mode), when the render finished the mesh disappeared from viewport until i moved one frame forward.

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        • #19
          and if you render animation?
          ______________________________________________
          VRScans developer

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          • #20
            tested now. it's the same result

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            • #21
              is the liquid mesh present in every frame or only in the first one ?
              btw i tested to render single frame with enabled mesh preview, but didn't succeed to reproduce the problem, the mesh is present in the viewport after the rendering

              edit: if you attach the log we will be able to say more what is happening , use the about panel to find it
              ______________________________________________
              VRScans developer

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              • #22
                yes it is present in every frame.
                as i move i the timeline the mesh is being updated in the viewport. but after rendering it is disappear. moving forward in the timeline the mesh appear again.
                maybe i need to set something in the simulator in order for it to always stay present?
                i'm attaching an image of before and after rendering.
                Click image for larger version

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                • #23
                  i have been observed this behavior somewhere, but can't reproduce it. my suggestion was that it's max related, i mean the mesh is present, but the viewport redraw is failing, because when i just click on the viewport it shows the mesh.
                  whatever, i can confirm this if you attach the log file, open the about box and use the log button
                  ______________________________________________
                  VRScans developer

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                  • #24
                    but there is only an ok button in the about box

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                    • #25
                      just found that if i'm setting the mode under rendering to mesh instead of implicit surface then the mesh doesn't disappear after the render

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                      • #26
                        now i understand, i was convinced that you use mesh for rendering. well, i think this is related to the problem to use the mesh to cut off the particles, now it should be possible. about the log: what is the build version?
                        ______________________________________________
                        VRScans developer

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                        • #27
                          version: 2.2.0 revision: 26112

                          so if i want to use inscribed i need to duplicate the simulator and use one in mesh mode for the culling and one in inscribed for rendering
                          Last edited by omere; 16-10-2015, 02:35 AM. Reason: wrong revision

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                          • #28
                            the inscribed voxelization is an option affecting the simulation process, not the rendering. i think you can use one mesh for culling and rendering, why you need different meshes?
                            ______________________________________________
                            VRScans developer

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                            • #29
                              it is in the render section. effecting the intersection of the liquid with the glass and smoothing out those circles
                              Click image for larger version

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                              • #30
                                you mean this function, i see now, it's called gizmo in the official build, and was renamed to cutter in the nightlies, i think in your build is cutter.
                                well, in the newest builds this option is supported for mesh mode too, so you can use mesh instead implicit surface
                                ______________________________________________
                                VRScans developer

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