I thought the best way was to do it in segments then join them together. So I created a cylinder then applied a curve modifier with a Nurbs Curve. However, the segments don’t seem to fit together very well when I duplicate it. Is there a reason why this is? Or a better method of doing it?
Well, seems right.
Make one segment with identic begining and ending vertexes, then add array modifier, so you can edit how long you need it. Then curve deform modifier to make the right form. And don’t apply them until maybe the totally ready scene, because it’s always handy to have it editable. If you want to apply modifiers, at least make a copy of editable objects in another layer or scene.
Add circle. In edit mode rotate 90 and move x by what will be the diameter. Add Screw modifier. Duplicate object, make negative screw values, move where appropriate, w - bridge connect ends. Add some loopcuts, select two and scale to get segment seams.
A quick follow up question about fluid dynamics. I’ve watched a few tutorials about this but always get mixed up. If I wanted water to flow out the bottom (giving the appearance it has gone all the way through), what would be the domain and what would be the inflow?
another job possibly for the skin modifier, also using bev ob with a path curve or bezier curve works well, because you can then use it as a path to parent your sliders to. or your camera. I would say bev ob is the way to go, that way you can give it a nice shape that won’t require editing, and use it as a path.
Thanks modron but I’m not quite sure what you mean. I thought I would just create a domain the size of the waterslide then set the waterslide itself as an obstacle with some sort of inflow to get it all started. Would you mind explaining in a little more detail?
I’m sure that’s modelling suggestion. You could make curve and bevel it with profile curve thus getting all done at once. Plus the rest of the mentioned benefits.
Not sure 'bout liquid simulations, not much into it.
I always follow the rule, “The smaller the domain the better…” So you this example, if the only place you need fluid is at the bottom, I would include only the bottom of the slide, and the “bay” where the water accumulates at the bottom of the slide.
Thanks place57. Any tips on tweaking the slide as an obstacle? I’ve played around with a few settings but the fluid always seems to ‘come through’ the slide. I.e. it can follow the slide but appears both on the inside and the outside.
Is there a reason you want the water to go through the water slide? I mean if the camera is not following the water through the tube why pother putting it there. I would include just the opening of the bottom of the waterside in the domain.
Now, if you are following the water through the tube, then disregard everything I have said…
I have had very little success getting a collision object like a cup to not leak no matter what I did. This is why I fake it when ever I can.
I’m planning on combining the render with camera tracking to put it in my garden (backyard) so would really just like to have the water coming around the last bend (the only inside bit of the slide that is kind of visible). Can ‘block out’ the leak by solidifying the object a bit which isn’t perfect but suppose will have to do.