I know there several topics posted before about this issue, and I tried it several times, but I still have no setting which produce photoreal droplets like on the image below. They always look not the right way. As it is an important thing which pops up repetitive, I?m sure there are some people who were more successful than me?
Hi,
I have no experience with itoo forest but if the geometry it produces can be used by the Phoenix FD Source, it would be quite convenient to use the result of that tutorial as Initial Fill.
Then, you’d only need to enable Wetting on the simulator and set the Sticky Effect to 1 so the droplets slide along the surface and interact with each other.
I tried creating a scene for you to experiment with but I could not produce a decent result using noises for the Liquid Source discharge map, which was my initial approach.
This tutorial by @hammerbchen may be helpful as well.
Hopefully one of the 3ds Max guys will chime in with more info.
If you have already tried this tutorial and can share your result, it would be much easier for us to lead you to the right settings than coming up with a brand new workflow
Thanks a lot for your answers. Svetlin, I tried the tutorial, but the Max procedural maps don?t give me the result I?m looking for.
Gosho, good idea, but Max is crashing every time I start the simulation with this setup. I will keep on trying.
please, attach the crashing scene to look what’s wrong. Any additional info would be great such as: screenshots, renders, simulation settings, scene setup and so on. Also, make sure that you’re using latest nightly build.
because it’s hard to tell what’s going on the flickering may appear if:
- the grid resolution is not high enough (needs more voxels)
- scene scale is too small
- need more steps per frame
- there’s no sticky effect
Looks like the resolution is too low. You can play with the Isosurface Level value as well. There are some screenshots in the docs showing its effect: Chaos Docs