Splash!

Hello!

Here is my newest project. A fluid simulation combined with Fracture addon for the cracks.


Modeling / Dynamics in Blender 2.61

Rendered in Yafaray

You can find the animation associated to this still here.

The fluid object in the still was created with ‘Fluid Particles’ turned on. The particles look cool on the still, but they make the animation unwatchable. So I rebaked it without particles. The result is in the link above.

I wish I could have used the Dynamic Paint feature for the wetmaps. I could not get animated textures to work in Yafaray and Cycles does not support this feature yet. Blender Internal was no option, because the reflections made the render times ‘explode’. …maybe next time.

Enjoy!

Looks superb!

I’m curious, how do you get an object to stay together as 1 physics object until it hits something? I know how to fracture an object, but I’m not sure how you go about dropping something like in your scene.

1111111111

Thank you for your comments!

@ JoshuaC

It is a fake. I modeled the bottle. Made a copy and fractured it. Then I created the physics movement with the Game Engine for both. The margins of the rigid objects must have a zero value, else they won’t stay together. I rendered the movement with the undamaged bottle till it hit the ground, then I switched to the fractured bottle (object group of course). The fluid simulation contains both fractured and undamaged bottle as obstacles. The same process here. In a fluid simulation you can set whether an obstacle contributes to a fluid sim or not. Thats what I did. Until it touched the ground the undamaged bottle was the active obstacle and then it switched (I keyed it) to the damaged obstacles.

Of course, for time-sake, I had to pass all the modifiers and values with some python scripting.

@ p33p

Unfortunately this is not possible. After a certain amount of frames the domain boundary got visible, because the fluid drops started to hit it and you could see the rectangle shape of the domain. Thats why I skipped the rest of the simulation. :slight_smile: