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3ds Max 2018.3 includes Fluids and more!

Kelly_Michels
Autodesk Autodesk
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Message 1 of 51

3ds Max 2018.3 includes Fluids and more!

Kelly_Michels
Autodesk
Autodesk

3dsmax 2018.3 includes the most highly requested community feature, fluid simulation, plus more!

 

Kelly Michels
3ds Max Senior QA
3ds Max Feedback Community Manager
ECP Division Feedback Community Administrator
kelly.michels@autodesk.com
6,057 Views
50 Replies
Replies (50)
Message 21 of 51

Kelly_Michels
Autodesk
Autodesk

@Anonymous wrote:

I have only one solver in my scene and it doesn't work


Jean,

 

I see you have display type to Plane and the Plane size is small.  If you change it to Point do you then see the simulation?  If so then try increasing the Plane Size.

Kelly Michels
3ds Max Senior QA
3ds Max Feedback Community Manager
ECP Division Feedback Community Administrator
kelly.michels@autodesk.com
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Message 22 of 51

martin.coven
Alumni
Alumni

Ah I found out you can zoom into those screen grabs! It looks like you aren't seeing the cache files. If you look at the liquid, foam and cache mesh icons to the right of the progress bar, none of them have a badge. These do provide information.

 

No badge = no simulation

Orange Clock badge = Simulation is there or in progress, but not complete based on your frame range set.

Green Check badge = Simulation is complete

 

This tells me that your solver isn't seeing your cache files. Did you change your cache path after the simulation?


Martin Coven
Senior Designer

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Message 23 of 51

Anonymous
Not applicable

Can you perhaps give us a primer on how to prevent fluids/particles from leaking through colliders?

It seems to me that Simulation parameters->time steps are the most important factors here, where the colliders topology is not that important?

I`m trying to fill a glass of wine here and i got some leaking when the liquid first hits the glass but when it further fills it up, leaking completely stops.

Any ideas why this is the case? 

 

Sim Parameters:

Master voxels size: 0,1

Time steps Adaptivity 1,0

 

Min time steps: 5

Max time steps: 10 

 

A bit of leaking on impact:

 

Glass1.JPG

 

No leaking at all:

 

Glass2.JPG

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Message 24 of 51

jlwitthuhn
Enthusiast
Enthusiast

Looks great based on the demo videos. Looking forward to playing around with it a bit soon.

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Message 25 of 51

Tochukwunwankwere20
Advocate
Advocate
...no more tutorials?????
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Message 26 of 51

martin.coven
Alumni
Alumni

Hi Aon, 

 

Based purely on your images, I would recommend a few things.

 

First, your wine glass is pretty thin. One thing I would do is separate your final geometry from your collision geometry. If you do this, you can make the collision object thicker, which will allow for fewer time step calculations.

 

Second, if you have your time step adaptivity set to 1 and it is still going through when it initially collides, I think you probably need to increase the time step max samples. Again, I would recommend using a thicker collision object, but you could also try setting your min and max time step value to the same amount and gradually increase them until it's not falling through.

 

Hope this helps!

Martin 


Martin Coven
Senior Designer

Message 27 of 51

martin.coven
Alumni
Alumni

More tutorials are in progress. 🙂


Martin Coven
Senior Designer

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Message 28 of 51

Anonymous
Not applicable

Thanks a lot Martin,

i was able to solve my scene without leaking with much higher min/max time steps (15/18).I also tried making the glass thicker and it helped a bit too but was still leaking. Scene still solves in reasonable time!

 

I would love to have a tutorial about solving and rendering foam.

 

 

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Message 29 of 51

martin.coven
Alumni
Alumni

Glad you got it working! I'd love to see the final product. 🙂

 

We have more tutorials coming, and I believe they do have foam generation and rendering included. 

 

Thanks again!

Martin


Martin Coven
Senior Designer

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Message 30 of 51

Tochukwunwankwere20
Advocate
Advocate
How soon though?. In all this excitement and heightened anticipation, would be lovely to see a lot more tutorials. quick too...
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Message 31 of 51

-niels-
Mentor
Mentor

I tried a bit too and i had leaking as well on a glass i tried, but i think i'm mostly struggling with scaling...

Is there a particular unit setup that works best with Bifrost in Max?

My usual template is set up in mm but i've found that fluids solve a lot (a LOT) better when set to cm...

 

I had decent results with a bucket i made and i even managed to figure out the foam a bit, here's my result. Smiley Happy

ezgif-1-d9991b1583.gif

 

Will there be a tutorial on solving common problems like leaking?

Also, how can you make a still body of water without having to wait for it to settle down?

And does the geometry/topology have any influence? (i usually work with imported inventor models, imported as solid bodies)

(So much to figure out, so much more i could ask...Smiley Frustrated)


Niels van der Veer
Inventor professional user & 3DS Max enthusiast
Vault professional user/manager
The Netherlands

Message 32 of 51

Anonymous
Not applicable

Looks great,Niels! I like the foam. How can i get only bubbles, but no splashes? I can`t get this to work.

 

Anyway,here`s my first try:

 

Wine.jpg

Message 33 of 51

chris_img
Advocate
Advocate

Can't seem to get a velocity pass out of vray for the fluid, is this not possible?  I thought as i can't get motion blur to work in the vfb i'd have to do it in post.

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Message 34 of 51

Kelly_Michels
Autodesk
Autodesk

I responded on a different forum to a similar thread on the leaking voxels so I want to share it here as well...

 

Decreasing voxel size often helps, Under Transport Steps setting the Min value to 4-6 can often correct that as well for faster moving fluids.  Say you have a particle traveling in space, with a min sample of 1 in a given distance the voxel could pass through your collider.  If you sampled it's location in space 6 times for that given distance it is less likely to pass through the collider.

You can try setting Min Time Steps higher or you can also set Max Time Steps higher and increase adaptivity so it can adaptively change between the min->max

 

Setting the correct scale is also important.

Kelly Michels
3ds Max Senior QA
3ds Max Feedback Community Manager
ECP Division Feedback Community Administrator
kelly.michels@autodesk.com
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Message 35 of 51

chris_img
Advocate
Advocate

Well it seems to be random whether i get something in the velocity channel:

Capture.PNG

 

 

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Message 36 of 51

martin.coven
Alumni
Alumni

Looking great Aon!

 

For the foam, just turn on foam and adjust until you get the amount of bubbles. To keep from having splashes, try increasing you droplet Threshold. If you set it to 1.0 it shouldn't create any droplets.

 

Martin


Martin Coven
Senior Designer

Message 37 of 51

martin.coven
Alumni
Alumni

Hi Chris, 

 

Could you post your scene? I assume you are generating a cache mesh for Vray. When generating a cache mesh, the velocity data is baked into a channel of the mesh. This is similar to adding motion blur in post, and won't be as good as using the actual volume data when rendering the implicit surface, but you should still be able to use the data for mblur.

 

Thanks!

Martin


Martin Coven
Senior Designer

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Message 38 of 51

chris_img
Advocate
Advocate

Here's the scene. I double chacked in vray object properties and ticked the velocity channel and set it to 2 , but still no joy.

 

max_fluid_vray_mblur1.JPG

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Message 39 of 51

Anonymous
Not applicable

@martin.coven wrote:

Looking great Aon!

 

For the foam, just turn on foam and adjust until you get the amount of bubbles. To keep from having splashes, try increasing you droplet Threshold. If you set it to 1.0 it shouldn't create any droplets.

 

Martin


Thanks, Martin. Will i have to resolve the entire liquid simulation when adjusting the foam? Or do i just have to resolve the foam component?

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Message 40 of 51

sdeters
Advocate
Advocate

What type of material settings is being used to make the water look like water or wine?

 

Just being curious, using the standard Arnold Surface or physical material?

 

Thanks

 

 

 

 

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