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  • Velocity multiplier?

    So, I seem to have a problem with the default vel. multiplier, which is 1. And changing it to the -1 appears to give me the correct look (waiting on renders to see how it animates).

    The default "1! gives me this:
    https://www.dropbox.com/s/3nwv9tehthpl6uy/1.png?dl=0

    and "-1" gives me what appears correct:
    https://www.dropbox.com/s/5eizus3iqd84636/-1.png?dl=0

    Can someone explain what is going on?

  • #2
    very interesting, it may be a bug, can you share more details? the most important - what is the render mode, is it implicit or mesh?
    ______________________________________________
    VRScans developer

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    • #3
      it is implicit, but pretty sure it does it with mesh too. Do you have a mail I can send a scene to?

      What is it the vel. multiplier does and what does the different settings affect?

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      • #4
        https://www.dropbox.com/s/gfby80098v...aning.zip?dl=1
        There you go

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        • #5
          Just a small update. It behaves better with "mesh" and "1" in vel. multiplier.

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          • #6
            implicit and mesh have totally different motion blur algo, that's why i asked.
            ______________________________________________
            VRScans developer

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            • #7
              Overall I would say that mesh behaves better than implicit. We have small droplets that doesn't seem to get motionblur with implicit.

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              • #8
                yes, the mb in implicit is a bit complicated. in general, implicit is obsolete for liquids, it was introduced in the times when phoenix was only fire simulator, to make effect like freezing flame and such. currently it's rarely used, mostly because it has built in geometry cut, to have the same effect with mesh you have to setup a boolean modifier, that is annoying and for big meshes takes time.
                ______________________________________________
                VRScans developer

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