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Showing content with the highest reputation on 07/01/2025 in all areas

  1. Wetmaps: I created a vertex map in field mode on the dinosaur and put the liquid mesher (with a bigger voxel size so it renders faster) into the field list. In the field settings, the mesher was set to volume, and I put a decay field on top with 100% so it stays wet where it has been touched by the mesher. I rendered the vertex map just as black/white mask, so I could use it in comp to darken the original render. Additionally, I rendered a seperate, very reflective pass of the dinosaur, that I added on top in comp, again using the wetmap as mask. trex_water_v007_Wetmap.mp4 I then comped everything together in Nuke. I tried to make a smooth transition between the simulated area around the dinosaur, and the rest of the lake, but that was a bit of a challenge and didn't work out to my full satisfaction...it's still noticeable that the simulation doesn't spread out to the rest of the lake. Some final thoughts: AFAIK, our liquids solver is an SPH solver, which is generally designed for small-scale fluids. FLIP would probably be better suited for fluids of that scale. I find it even more impressive that the new solver is capable of pulling this off. It's also very speedy and very stable. Fully art-directable as it works with all the forces, all other simulation types and all the particle modifiers. I enjoyed that little project.
    2 points
  2. Here are some insights from that little project: Easy things first. I reused the animation from my T. rex museum breakout: The environment is an HDRI from the asset browser. The lake (or river) is just a reflective plane with animated noise, and a gradient in the opacity channel to fade it softly into the backplate HDRI. The trickier part was the simulation, naturally. I wanted to simulate only the top layer of water, and I needed to figure out a way to only simulate particles in the area around the dinosaur. A whole lake would have been way too many particles of course. At first I tried to simulate it only in a "pool" that was a bit bigger than the T. rex, using the liquid fill emitter. It worked, but I had visible splashes at the border of the pool - unfortunate if you want the transition between simulation and the rest of the lake as seamless as possible. Instead of walls, I then gave the pool a slightly rising floor towards the edges. That helped mitigating the splashes at the border. However, I still had the problem that the liquid spreaded out pretty fast and drifted away from the dinosaur, where I actually wanted it to be. The beauty of the new liquids is that they work so seamlessly with the rest of the particles system: I could just use an attractor force in the center of the dinosaur. With the right settings, it helped keeping the particles near the T. rex, while still allowing it to act like a liquid. Here's the cached particles with the collider geo: trex_water_v007_Viewport.mp4 The sim contains 3.7 million particles. I used the liquid fill emitter with a radius of 0,7 cm. Sim time was IMHO very reasonable on my RTX 4090, around 20 mins for 150 frames. I would have liked to simulate even more particles, but when I lowered the radius to 0,6 cm (= 6 million particles), I didn't even see the first frame after waiting for several minutes, so I quit that. The cache is 27 GB. I only cached velocity, color and radius, which helped to reduce the size. I then used the liquid mesher with pretty much the default settings, but smaller influence scale, a lot more smoothing and the droplet size set to 10% - that really helps getting rid of those huge blobs that often appear. Here's a clay render, liquid mesh only: trex_water_v007_Clay.mp4 The particle color is mapped to the velocity, which was very handy to fake whitewater. I just remapped the particle color with a ramp to diffuse and reflection strength. The faster the particles, the brighter they are. I rendered them as a separate pass and added it on top in comp. Those particles render crazy fast! A few seconds per frame for 3,7 million particles with motion blur... that was a real joy. trex_water_v007_Whitewater.mp4
    2 points
  3. Here's a little project I made while I was betatesting the new liquids. trex_water_v006_high.mp4
    2 points
  4. You will have to transform all targets as well. With two axes it is not problematic, you can use constrains multi_axis.c4d
    1 point
  5. I'm sure Autodesk will get no bad press at all for integrating AI character animation tools in their software that is known for having amazing character animation tools. This will surely go over well with the animators using this software. lol, I knew it:
    1 point
  6. Won't be of use, since this is a limitation that depends on the network setup. A file that doesn't work for me will work for you if you never have this problem. Years ago in another job we worked on network storage with C4D and it worked as well. Here, it doesn't, and according to support this is perfectly normal. I have never used this feature, but I'll have a look. I fear that I will not be able to use this due to IT guidelines etc. though 😛 Too much data, not to mention I have a library that needs to be synced all the time as well. Cloud storage is just not feasible with the amount of data and the internet speeds here.
    1 point
  7. Sorry to disagree again but it is the exact opposite. MD gives enormously precise physics control by having a seperate physics tab. Modeling and physics are precisely controlled. In the current new C4D way I am basically blind guessing how low my low poly cage needs to be. How would I know the mesh density of a certain fabric style? I am forced to guess around with multiple poly density cages until I get there somehow. 100 polys? 500? 2500? I am realizing you guys designed it for Mograph stuff in mind. I initially thought Cloth is for characters. Guess that’s where we differ.
    1 point
  8. Ok! Then provide some samples in the asset browser, please. I think it's always a good idea to let users dissect examples or to give them a good starting point. Especially when parameters are sometimes somewhat unclear (like lower substeps make for a more bendy material)
    1 point
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