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2 Liquids with high viscosity

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  • 2 Liquids with high viscosity

    Hi there,

    I'm trying to create a scenario where I pour two Liquids with a high viscosity on top of each other (like thick paint or honey). I was hoping for two easily distinguishable layers. After they settled I wanted to mix them in a second step. I used the technique outlined in this thread:

    http://forums.chaosgroup.com/showthr...fferent-meshes

    Unfortunately I ran into some issues. (I have attached the scene and a screenshot with 5 frames from the animation)
    Click image for larger version

Name:	screenshot_5_frames.jpg
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ID:	880011two_liquids.zip

    First of all I don't get the Layers I was hoping for (see screenshot). The second liquid enters the first one which leads to the impression that the first one just becomes more. I used a viscosity and surface tension value of 1. Shouldn't that be enough? Am I missing something?

    Second, the first Liquid is not pure. What I mean with this is that, although the second liquid wasn't created yet, I have a greenish colour at the bottom of the cone. Seems like the cyan from the first liquid gets mixed with the yellow from the second. Any Idea how I could prevent this?

    And third, I get these real strong artefacts at the side of the cone. I know I could use a gizmo (render tab), but is there another way to reduce these?


    Is there maybe completely different approach I could use?

  • #2
    the other thread was for mixing water and milk, is you need to prevent mixing the rgb channel is not good choice.
    in general phoenix does not support different liquid types, but i think for you case the drag particles can help. the drag particles are exported in different groups, that allows to render them in different manners. you can convert them into texture using this tool
    ______________________________________________
    VRScans developer

    Comment


    • #3
      Hi,

      thanks for the fast reply. I will try that approach. Unfortunately I'm still struggling to understand the concept of these particles. Is there a guide or at least some tips on how to use them?

      Comment


      • #4
        Originally posted by Jassir View Post
        Hi,

        thanks for the fast reply. I will try that approach. Unfortunately I'm still struggling to understand the concept of these particles. Is there a guide or at least some tips on how to use them?
        Hi,

        here's a scene that I prepared as an example.

        In this scene I've created two Sources, a Chocolate one (brown) and a Cream one (cream-colored).
        Both Sources have Drag particles exported, wich will be used for the mesh shading.

        Once the simulation is done, Open the material editor and create two PhoenixFDParticlesTexture's.
        In the first one, where it says "Source particles systems", pick the Simulator, a window with the available particle groups opens, choose the particles from the Chocolate emitter.
        Set the "Blending method" to "Proportional" and to specify a color by creating a VRayColor map. Plug that into the "Map" slot of the PhoenixFDParticlesTexture.
        For the second one, pick the other particle group (particles from Cream emitter) and in the VRayColor map, assing the second desired color.

        Create a VRayComp texture and under "Source A", plug the particle texture with the Chocolate color, and under "Source B" plug the particles texture with the Cream color. Leave the operation to "Add (A+B)" and plug that to the Diffuse slot of a standard material.

        Apply the material to the Simulator (PhoenixFD001) and render.
        You may need to adjust the "Radius" parameters in the particle texture to get the desired result.
        Attached Files
        Tsvetan Milanov
        Chaos

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        • #5
          Hi,

          thanks for the help, much appreciated. Unfortunately we still work with max 2011 and your scene seems to be max 2012. Any chance you could save the scene in the 2011 format?

          But even if that's not possible, using your explanation, I think I should be able to recreate a similar scene by myself.
          So I thank you a lot.

          Comment


          • #6
            Originally posted by Jassir View Post
            Hi,

            thanks for the help, much appreciated. Unfortunately we still work with max 2011 and your scene seems to be max 2012. Any chance you could save the scene in the 2011 format?

            But even if that's not possible, using your explanation, I think I should be able to recreate a similar scene by myself.
            So I thank you a lot.
            Yep, there you go
            Attached Files
            Tsvetan Milanov
            Chaos

            Comment


            • #7
              hi tsetso,

              thanks a lot for that scene, it really helped me to understand the concept. I'm still fiddling with the values but I think I'l lbe fine from here.

              Another question occurred to me while working with your scene. Is it possible to render these particles with instanced geometry, like small spheres for example?

              Comment


              • #8
                i think it's possible using vray proxy, like in this video
                ______________________________________________
                VRScans developer

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