Hello!
For the past few weeks, I've been trying to create a liquid sim with Phoenix 3.10.0 for Vray using 3ds max 2018 update 4, where a character is walking/dancing with a coffee pot containing the liquid in their hands but the liquids in the coffee pot have been extremely reactive making the liquid look like its moving at super speed or almost exploding from the slightest movement.
Currently, I have the grid set to use a gravity of 15, motion inheritance of 0.0002 and a time scale of 0.2 with the coffee pot collision objects affect property set to 0.2 and it still does not seem enough along with the liquids now ending up kinda weird when they leave the pot being poured into a mug.
Any advice on how I could better calm the liquid and have it return to a more natural, water-like, way of reacting when the liquid should be poured?
Below I've included some different files, a low sample render showcasing briefly how the liquids were with mostly normal settings about a week ago, then a preview of how they are now (a little better but still far too reactive). I've also included the max file in question with the cache shown in the preview, I'll strip the scene of any un-necessary models to keep it light.
Current liquid preview:
https://www.dropbox.com/s/8m14qfsyve...ew_19.avi?dl=0
Older extremely fast and reactive liquid render:
https://www.dropbox.com/s/8m14qfsyve...ew_19.avi?dl=0
Project file with cache (cache will need a repath in the max file, also a bug with character rig might cause you to have to wiggle the green round helper at the waist to release the character from any wierd position when opening the scene):
https://www.dropbox.com/s/65q92qbgnw...t_v01.mov?dl=0
Thank you so much for your time!
Best regards!
For the past few weeks, I've been trying to create a liquid sim with Phoenix 3.10.0 for Vray using 3ds max 2018 update 4, where a character is walking/dancing with a coffee pot containing the liquid in their hands but the liquids in the coffee pot have been extremely reactive making the liquid look like its moving at super speed or almost exploding from the slightest movement.
Currently, I have the grid set to use a gravity of 15, motion inheritance of 0.0002 and a time scale of 0.2 with the coffee pot collision objects affect property set to 0.2 and it still does not seem enough along with the liquids now ending up kinda weird when they leave the pot being poured into a mug.
Any advice on how I could better calm the liquid and have it return to a more natural, water-like, way of reacting when the liquid should be poured?
Below I've included some different files, a low sample render showcasing briefly how the liquids were with mostly normal settings about a week ago, then a preview of how they are now (a little better but still far too reactive). I've also included the max file in question with the cache shown in the preview, I'll strip the scene of any un-necessary models to keep it light.
Current liquid preview:
https://www.dropbox.com/s/8m14qfsyve...ew_19.avi?dl=0
Older extremely fast and reactive liquid render:
https://www.dropbox.com/s/8m14qfsyve...ew_19.avi?dl=0
Project file with cache (cache will need a repath in the max file, also a bug with character rig might cause you to have to wiggle the green round helper at the waist to release the character from any wierd position when opening the scene):
https://www.dropbox.com/s/65q92qbgnw...t_v01.mov?dl=0
Thank you so much for your time!
Best regards!
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