What I found really cool about the Mantaflow FLIP process is that you can separate the particle simulation cache and how it becomes MESH. You can control the upres and particle fluid radius size separately.
I am using Alembic cache and also OBJ sequences here with help of SVerchok nodes to procedurally drive the visibility of fluid. When exporting OBJ, enable "Animation" to get sequence of OBJ. To import multiple OBJ however, you need addon:
Import Multiple OBJ:
A few notes to keep in mind:
- Fluid simulations will take time to process, from minutes to hours to over night processing.
- To make good looking and artistic fluid it take a lot more times. In term of tweaking fluid to work according to your artistic direction and to make it looking good when rendered also takes time.
- It is common to go back and forth resimulate while changing the parameters of liquid
- Some important terminologies: Fluid Domain, Fluid Source, Inflow, Outflow, Obstacles, Effector, Collision, Viscosity
- Watch out for SCALE of the objects, it matters physically
- Particle Radius, Resolution Divisions, etc all will become
So I took inspiration from PINOT stop motion animation, and to make fluid that behave like a cheese and stop motion... it takes time but you will get there eventually.
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