04-04-2020, 11:07 AM
Canyou suggest me some properties to get a fluid like Chocolat syrup? Also I want it to optimize to mobile so how should i set it? Thanks
Making a chocolate syrup
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04-04-2020, 11:07 AM
Canyou suggest me some properties to get a fluid like Chocolat syrup? Also I want it to optimize to mobile so how should i set it? Thanks
05-04-2020, 02:41 PM
(This post was last modified: 05-04-2020, 02:41 PM by josemendez.)
(04-04-2020, 11:07 AM)Ronnie Wrote: Canyou suggest me some properties to get a fluid like Chocolat syrup? Also I want it to optimize to mobile so how should i set it? Thanks Hi there, Crank up viscosity to 1.5-2, and leave surface tension at 0.7-1 There's lots of parameters that affect performance, both for rendering and simulation, so without knowing what's your bottleneck you can't do much. Profile your scene in the target device, and then focus your optimization efforts on the parts that take most time. For instance: if rendering takes up most of your frame time, center your efforts on making a cheaper fluid shader, or reducing rendering resolution.
06-04-2020, 09:43 AM
I'm trying to give the fluid a brown color but it shows dark black. How to fix this?
06-04-2020, 09:52 AM
06-04-2020, 12:11 PM
(06-04-2020, 09:52 AM)josemendez Wrote: What materials are you using for the fluid renderer? Color mat - fluidColorBlend Fluid mat - DielectricFluid Also i see continuous disturbance in the shape of fluid at the point where it is generating and one or two particles getting out of it in a random direction.
06-04-2020, 12:18 PM
(This post was last modified: 06-04-2020, 01:53 PM by josemendez.)
(06-04-2020, 12:11 PM)Ronnie Wrote: Color mat - fluidColorBlend Hi Ronnie, The dielectric fluid material is intended for transparent materials such as water or honey, that exhibit refraction and transmission. A dielectric with high thickness scale and a dark brown-ish color will absorb most light and result in pitch black fluid. Chocolate is mostly opaque so you should be using OpaqueFluid instead as your fluid material, and fluidColorOpaque for alpha-based color blending as stated in the manual: http://obi.virtualmethodstudio.com/tutor...ering.html Quote:FluidColorOpaque uses alpha blending to accumulate the color of each particle. Regarding the "continuous disturbance", can you be more specific, or share a video of it? Emission should be quite stable if not perfect, because amount of particles emitted per frame and their spacing is calculated to reduce pressure spikes to a minimum.
06-04-2020, 12:53 PM
(06-04-2020, 12:18 PM)josemendez Wrote: Hi Ronnie, It is showing me errors when I'm trying to attach the 0.1 MB video
06-04-2020, 01:52 PM
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