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That's the longest anyone ever spend on making a macchiatio. Maybe you should get a fully automatic coffee machine... Your coffee will be ready in minutes
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Always looking to learn, become better and serve better.
I told them, I really told them. "Guys, you'd better film it! Its really hard to to do that in 3d, it'll take ages".. but they didn't listen.
However its fun to do, so.. as long as they pay.
I hope I'll come up with something they like.
I'm still unshure if I will be satified with the result^^
Yea, yea it won't only be the macchiato that took the longest time making it, but it'll also be the most expensive one ever made.
haha
I have a budget (of course) but no deadline(yay). It's not like I'm watching it simming the whole day. 10-20minutes a day are enough for the biggest part. Mostly changing some parameters and let it sim again.
Im now starting to get this to render.
And im running into an issue.
I used adaptive grid for my smoke (coffee) sim to save simulation time.
I thought I'd use another cache (1f) that's filled with smoke and covering the whole thing. I wanted to somehow clip the part away the smoke sim is covering.
So I'd get a filled volume... But I don't find a way to do it.
Is there a solution without resimming it?
As you can see the milk is only visible in the simulation box (because I use 0 smoke as milk)
I wanted to use an additional cache that's covering the whole thing. And remove everything thats outside the liquid and inside the simulation box from it. So it fills the rest of the liquid with white volume.
But I can't find a way to subtract the simulation box of the coffee sim from my fill cache.
Oh and while we are on it: How do I get rid of the oscillations and bumps in the liquid geometry where it trouches the glass? Did I use too less fps? Or is it meant to be fixed by using some kind of distance-tex trick?
First I tried to use the phoenixFDTexmap to turn my fill-cache invisible in places the other cache has smoke information.
I would then turn the smoke cache back on and use it for the coffee color / density and how it translates to mixed coffee.
And it works like a charm... for making the opposite, so the smoke of the other sim is visible in my fill-cache and the rest of the volume is invisible.
I can't invert it. If I do (I tried the output node and the cc node) the whole volume turns visible.
After I failed getting this to work I tried to use the entire simbox to cut the fill-cache and use smoke 0 as milk. Also, without luck so far obviously.
Is it possible to send us the scene with a few cache files so we could take a look what is going on ? You can send it over the the support mail along with a link to this thread.
Besides tackling this problem, it would have been better to have a fixed grid size, right? Do you think sim time was that much faster because of the adaptive grid?
how long was it overall?
Check out my tutorials, assets, free samples and weekly newsletter: www.AddYourLight.com
Always looking to learn, become better and serve better.
Besides tackling this problem, it would have been better to have a fixed grid size, right? Do you think sim time was that much faster because of the adaptive grid?
how long was it overall?
um.. Around two days maybe 3.
I'm simulating a full version right now to have something to fall back to if need be. But I'm in fear this will change the simulation, so it would be best to get this version right.. In case nothing else works I'll do it by rendering twice (only milk plus the sim box verson above) and do it in post.
However, I think it didn't saved me soo much time for the simulation in total. But the first 50-80 frames are alot faster because of this. Which was important, in order to get all the iterations done.
Especially the first 100 frames were important to get right because most technical things are happening there.
After investigating the scenes - for the first issue with the adaptive grid - I'm afraid you will have to resimulate without the adaptation. It's just that your setup won't work correctly as you have already noticed.
As for the inverting of the texture - actually it does work, it's just that the empty space that is generated by the smoke is on the inside of the fill simulator.
If you move the fill simulator downwards so it won't cover the top part and you move the camera you will notice that there is hole inside of the smoke. I have attached a screenshot how this looks.
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