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Liquid simulation in Max

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  • Liquid simulation in Max

    Hello there! This is my first post despite having been checking this forum for ages...my names is Jose and I've learning 3d visualition by myself for a while. My goal is to work in this industry but I still have a long road ahead....Let me get to the point:

    I am doing a project for a friend of mine, who has designed a series of chairs based on animals (if you are interested this is the link http://maximoriera.com/animal-chair-collection/). The project consist on a 60 seconds video of the chairs inside an old, empty warehouse. One of the scenes will be the rhino chair coming out slowly of a kind of pool of liquid paint. I will obviously need some fluid simulation. I have been testing max fluid simulation (bifrost) and the calculation times are quite long. My question is: in order to get a realistic result do I have to model the "pool" (just a cube of 350cm x 350cm x 350cm), fill it with the liquid paint using bifrost and then animate the chair so it will emerge slowly from the pool? Or can I get away with creating a thing layer of iquid and then animate the chair so it will move across it from underneath?

    When I have tried to simulate the fluid inside the pool with the realistic measures I got incredibly long calculation times even though the voxel size was not too small and the render of the liquid did not look too realistic. I followed some tutorials but none of them aretoo specific about issues like these. Is Phoenix FD a better option in terms of performance and realism?

    Some help would be greatly appreciated. Thank you for your time and for making this forum an awesome way to learn for people like me!

  • #2
    I forgot to mention it: the camera will be place really close to the emerging chair, and the scene will have a plain white enviroment....thanks!

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    • #3
      Hey,

      If you ask me, Phoenix can do the job just as well, but I'm biased (not in the renderer-kind-of-way). You can grab a trial and give it a shot yourself - the trial has no limitations on features or resolution, it just times out after 30 days.

      If the paint is completely opaque, you can get away with just a thin layer of liquid indeed. The dynamics will not be much different if the chair are emerging slowly. In Phoenix, you can use the Paints toolbar preset that will adjust the dynamics of the fluid so it would behave correctly - with enough surface tension and viscosity, and then you can remove the emitter you used for the preset, set the default RGB to the paint color you want in the Dynamics rollout and enable Initial Liquid Fill and Fillup For Ocean, reducing the Fillup level to a small value, so the liquid gets generated only at the bottom of the Simulator box. After this, the geometry should be able to rise up through the bottom of the simulator, and you can enable Wetting for the geometries in contact with the liquid's right click Phoenix properties, as well as Wetting under the Dynamics rollout in order to control how the liquid sticks to the geometry. One final Phoenix note - Phoenix needs to interact with geometries that are closed (shelled) and have no overlapping faces or inverted normals - otherwise you might get weird behavior from the liquid.

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

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      • #4
        Hello Svetlin,

        for some reason I did not see your answer until this moment. The project I mentioned was put on the side for a while but I am back working on it this week. Thank you so much for your answer, it is much appreciated. I will give it a try right now!

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