I have always been a great admirer of this forum, and always found the information I was looking for. You see I am a rusted 3ds max user since we mainly used that application at school. But since I can’t afford 3ds max, I bought Nevercenter’s Silo and downloaded Blender. I am starting to learn Blender and would like to do more with it. I can do most things, except for the fluids. There seems to be something wrong with my still fluid, but I have no idea what, so I am asking you guys.
Here is an example of what I mean, as you can see, the fluid is pushed away from the obstacle, while there is no direct contact with the obstacle?:
I tried changing the real world size of the domain, I tried changing the resolution from 50 to 90 and even 130, to no avail. The plate with the dpdk letters (which is a registered trademark) on them is set as an obstacle, inite shell, volume, makes no difference whatsoever. Can it even be done am I wondering right now?
Also, how can I make a box filled with still water (from frame 1) in an efficient way? I mean, when I start to “bake” the sequence / animation, I want a box filled with a fluid and nothing that happens, until there is an obstacle that hits the fluid.
Thanks a lot in advance for any feedback / help
/Edit: cleared up some text, made it more readable.
I am not sure if the dpdk-obstacle is not moving.
If not, the two questions seem to be the same:
How to make a pool of not moving water.
I am no professional, and i had no time to test it in the moment. But I think the problem is, if Blender starts the fluid baking its like the Fluid is expanding to the domain, even if they both are nearly the same size, this happens.
So you have to wait until that movemnt stops.
A possible solution is, to try a starting time which is not 0, try something when the movement has finished, like start 3 and end 5. Or even higher
If you have time, you can bake it for a long time (or use a high end time) and use for rendering only the best frame sequence.
A higher viskosity may shorten the process.
Nice thinking chaves_3D, the dpdk_obstacle is a moving object, we want to try to make it look like it’s just under the water surface, and when you rotate it, the water splashes. But is that possible? Cause now it just pushes the water away like in the test_render in the original post.
And I follow you exactly on filling the box with still water, was thinking of that solution too, but I kinda hoped it could be shortened, will definitely try the viskosity option, thank you.
Maybe you could use 2 fluids. 1 with high vicosity for the plain static water and the other with a low viscosity (i mean more fluid) for the surface water to be splashed…
Just an idea… I’m a very, very beginner with fluids.
Thanks for your reply almux, I have to admit I don’t quite see what you mean, I mean I get what you are saying, but wouldn’t those 2 fluids mix together? But I will try it out none the less, because I could be mistaken and I want to try all possibilities, since I am a newbie at fluids too
To make still fluid at frame 1, make your initial fluid object (cube) so that it extends outside of the domain box in all directions other than Z up (where your Logo object sits). Since the Fluid is larger than the Domain, the Fluid sim will simply ignore the parts outside of the domain box making the fluid still, because it has no space to flow into. As for the Logo leaving an impression in the fluid, there is always some extra space calculated between the fluid and the obstacles, try moving the logo up slightly to compensate.
@DichotomyMatt: thank you for your thought, the still fluid is no problem anymore, your tip is working like a charm. Kind of a bummer to hear there is always a space calculated between the object and the fluid, maybe if I make everything bigger, especially the object, the space between the object and fluid will be so small you can ignore it
@almux: kinda figured that one out the hard way, haha. Thanks for you reply!
I don’t know why Blender needs the space between the fluid and obstacle, but once you bake the fluid, you can move the Logo mesh back down to the surface of the fluid before you render.
You are right DichotomyMatt. Your reply got me thinking, what if I bake the fluid with a smaller obstacle, after the baking, I enlarge the obstacle a little so it fits in the hole… hmm. sounds like I got something to try out this evening
Sorry for the hard way, PeterDrackers… Or maybe only half sorry: i probably get more benefit out of it when i read the “good” answers pooring out other brains! (He! He!)