Announcements
Autodesk Community will be read-only between April 26 and April 27 as we complete essential maintenance. We will remove this banner once completed. Thanks for your understanding

3ds Max 2018.3 includes Fluids and more!

Kelly_Michels
Autodesk Autodesk
6,059 Views
50 Replies
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
6,060 Views
50 Replies
Replies (50)
Message 41 of 51

martin.coven
Alumni
Alumni

@Anonymous wrote:

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?


Nope! Just turn off the Solve Liquid Component next to the progress bar and turn on the Solve Foam component. That will use the existing liquid simulation to generate the foam. Foam will take much less time as well.

 

martin


Martin Coven
Senior Designer

Message 42 of 51

martin.coven
Alumni
Alumni

Hi Sdeters, 

 

You can use either the Physical Material or the Arnold Standard Surface shader for liquid when rendering with Arnold. I normally start with glass solid, then adjust the IOR to the correct amount. Water is 1.33, so I would start with that. I'm not sure if wide is any different in the amount of refraction. For the color, depending on you are rendering a red or white, or possibly blush, I would play with the color and depth of the transparency. Using ActiveShade makes tweaking your materials much easier.

 

Hope this helps!

Martin


Martin Coven
Senior Designer

0 Likes
Message 43 of 51

Anonymous
Not applicable

@sdeters wrote:

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

 


 

In this scene it was simply Physical Material+Arnold.

 

settings.JPG

Message 44 of 51

Tochukwunwankwere20
Advocate
Advocate
What's happening to nitrous?. I noticed Autodesk has been subliminally pushing us to activeshade lately...not to be disruptive, I just had to say it😁.
0 Likes
Message 45 of 51

sdeters
Advocate
Advocate

Thanks Never thought of using physical material.  I do appreciate the help on this.  I have it flowing through my part finally.  but I do not know how I am going to visually show this fluid. 

 

Thanks again

 

0 Likes
Message 46 of 51

Tochukwunwankwere20
Advocate
Advocate
Does max's bifrost have guided simulations like you have in Maya?
0 Likes
Message 47 of 51

Kelly_Michels
Autodesk
Autodesk

@Tochukwunwankwere20 wrote:
Does max's bifrost have guided simulations like you have in Maya?

Yes, Guides are supported.  It's under the Liquid Attributes tab for adding the Guide Emitter and Guide Mesh.  You can then access the Guide System parameters under the Solver Parameters tab.

Kelly Michels
3ds Max Senior QA
3ds Max Feedback Community Manager
ECP Division Feedback Community Administrator
kelly.michels@autodesk.com
0 Likes
Message 48 of 51

Anonymous
Not applicable

Just discovered the create helper section also.. made a sort of ok water fountain when messing around with the upward velocity and letting gravity do the rest.

 

I am struggling with the best way to set up a base scene though.. metre, cm, generic units etc.  Been trying to use Maya tutorials for bifrost but not really panning out well.

 

0 Likes
Message 49 of 51

martin.coven
Alumni
Alumni
Hi Stevenls. Maya by default is set to come. They have Bifrost setup so 1 cm = 1 meter in Bifrost space. On the Max side we are converting the scene to the size it is in Max. If you want the simulations to more closely match the Maya tutorials, you could set the size to 1 unit = 1 meter in the simulation parameters and have the scene units set to 1 unit = 1 cm.

Hope that helps!
Martin

Martin Coven
Senior Designer

Message 50 of 51

martin.coven
Alumni
Alumni
Maya by default is set to centimeters. Sorry my phone autocorrected my response.

Best,
Martin

Martin Coven
Senior Designer

0 Likes
Message 51 of 51

Anonymous
Not applicable

Thanks for that.  I think I will stick to everything as 1 to 1cm.  So Max scale and the sim settings within Maxfluids and just model to cm.

 

I can just mess around with Master Voxel size to jam some more detail into the scene.  I think also I can increase the surface density to maybe 4 or 5 to bulk up the number of particles also.

0 Likes