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Improved cloth water setup file
Posted: Mar 15, 2007 - 06:19 AM
Category: nCloth
It occured to me that one could use the cloth selfCollideWidthScale with my water example so that one does not need to fatten the width of objects to compensate for the blobbyScale. I've modified the expression in this scenefile to set the water cloth thickness larger based on the blobbyScale and threshold, while the selfCollideWidth is set such that self collisions are the same width as before. Thus when colliding with objects a larger width is used than for self collisions. One can use this file as in the previous tutorial, but the step to increase the thickness of the glass can now be skipped.
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  Posted by Duncan Brinsmead  on  04/12  at  07:51 AM

Perhaps you rendered with the maya renderer… this used mental ray, although the sky color should be the same in both, so it is hard to say what your problem is.

  Posted by coppa  on  04/11  at  08:21 AM

Thanks for all your work Duncan

Just a quick question - tried to render your scene without changing any settings and i donīt seem to get the same sky colour - mine is darker and a bit washed out . Is there anything i can do to get a more realist look to the sky and colors ?
Cheers

  Posted by varomix  on  03/16  at  09:48 AM

oh my god this is very impressing Duncan, I can already see that NUCLEUS has a lot of power and is a great new feature in maya, I love the way this is going, water in maya, is even faster then all the flow solutions I’ve seen.

great work u guys, and some of us where afraid of maya disappearing how silly

thenx

  Posted by Duncan Brinsmead  on  03/16  at  03:29 AM

1. At the resolution for the water in cup example the simulation is fully interactive. For the water playground it is about a second a frame to simulate, but it has several nCloth objects besides the water.

2. One can get greater realism by increasing the resolution( particle count ) and using the selfCollisionSoftness(which I didn’t use in those examples).

  Posted by JimBough  on  03/16  at  12:28 AM

This a fantastic blog Duncan. Great work!

Some questions about this effect since I don’t have ncloth.
1. I have seen ncloth in the demos, and I was wondering if this simulation is just as interactive.
2. What would you suggest for making this look more water like. Radius PP based on Velocity or something, not sure is threshold perparticle possible? Or is the softcollision thing you mentioned all that is required. Perhaps just increasing the particle count?

If this could cheat a little more to realistic, it could be usable in a lot of non hero shots!

 
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