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  • Extremely thin paint pouring over an Object

    Hi there, I'm new to Phoenix FD - 3Ds Max.

    I'm trying to make an extremely thin paint layer emitting over a 3D logo without having to deform the logo shape. (like the Daredevil intro) First I tried the PHX Paint Pre-set. I also tried lots of settings with Dynamics as well as the LiquidSrc setting. It's making a blob of liquid on the logo after tried so many settings.

    Any advice, please?

  • #2
    Can you show us your settings and the result you're getting?
    Georgi Zhekov
    Phoenix Product Manager
    Chaos

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    • #3
      Georgi, thanks for your quick response. I will send you a few screenshots soon.

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      • #4
        Here are a few screenshots I hope this explains what I'm trying to achieve.

        Screenshot Frame2: this is the desired appearance I like to maintain throughout the 100 frames and slowly paint dripping down the surface of the RDS. (probably a similar effect like:https://www.youtube.com/watch?v=KFYFh8w4758) if it's possible with PhxFD.
        Screenshot Frame10: But it gets bulkier after the Frame 4 onwards. I don't know how to control the liquid flow to a constant level as it's on Frame 2. I went through the Phoenix FD Documentation but couldn't figure it out and tried various settings ended up with no luck. Couldn't find tutorial either...

        I'm running the latest Phoenix FD with 3Ds Max 2018

        I appreciate your advice/help and time in advance!

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        • #5
          Hi Georgi, Sorry it was my fault. For last 5 days, it's been sitting here coz I haven't press the #Post Reply' button. Apologies.

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          • #6
            Sure you can do that with Phoenix. What you need to watch out for:
            - grid resolution. Currently your grid is extremely low res an 2 million voxels are not gonna cut it. You need more in order to get fine details.
            - Your source emits over the entire surface of the geometry, and in order to get it to look like in the video, you gotta map the surface force emission with a mask, maybe an animated mask as well.
            - Your flow is constant, not sure why you think it is not. You have to allow the liquid to flow down and balance between the emission rate and the rate at which the old liquid slides down.
            - You have some contradictory settings though. Why do you need the wetting's Consumed Liquid? This would absorb some of the liquid into the geometry. You also must be careful with using Sticky Liquid for this setup - if the liquid is too sticky, it won't be able to slide down and you would get exactly this kind of fluid buildup.

            In short, if you have not had much experience, I advise you to approach a new setup step by step. Start by turning off everything exotic - no source masks, no consumed liquid, no sticky liquid, no wetting, no viscosity - just emit liquid and let it run down the geometry. Then start adding the fancy stuff one by one, running the sim each time so you can control what changes. Also, needing higher liquid resolution does not mean if you need a final grid of 50 million voxel, than you can't iterate on a smaller grid - I always suggest shrinking the grid and making it narrower, but at the same voxel size as the final grid resolution, so you'll have a slice of the grid you can simulate more quickly but will be representative to the final results you will be getting. Don't iterate on lower grid resolution and then raise the grid resolution when you have set it up - it would drastically change the behavior, so it's better to work in high resolution, but a narrower grid.

            Hope this helps, cheers!
            Svetlin Nikolov, Ex Phoenix team lead

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            • #7
              Dear Svetlin, Thanks a million for your advice and guidance. I very much appreciate your time.

              I will follow your instructions and see what i can achieve. In case if you come across a tutorial for these settings, please post it for me. Thanks again.

              Have a lovely day. Stay safe!

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