Another Max Fluids (bifrost) example. With this one I had a non renderable barrier around the around of the object containing the fluid. I cut a number of small holes in it to allow a trickle of water to fly out. The barrier was animated away to allow to water to burst out onto the our collider and splash and fall to the ground.
Particle count topped about 11 mil.
Hope you like it.
Your post subject line has been edited by @hagen.deloss: 3ds Max Fluids (Biforst) - Water Spinner
Another Max Fluids (bifrost) example. With this one I had a non renderable barrier around the around of the object containing the fluid. I cut a number of small holes in it to allow a trickle of water to fly out. The barrier was animated away to allow to water to burst out onto the our collider and splash and fall to the ground.
Particle count topped about 11 mil.
Hope you like it.
Your post subject line has been edited by @hagen.deloss: 3ds Max Fluids (Biforst) - Water Spinner
This sooooo coool @Anonymous
Wow, how long did this take to render? I like the shape, kinda a callback to your waterwheel project! Hahah it would be neat to see this with a syrup consistency or something 😄
Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA
This sooooo coool @Anonymous
Wow, how long did this take to render? I like the shape, kinda a callback to your waterwheel project! Hahah it would be neat to see this with a syrup consistency or something 😄
Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA
That, sir, is incredibly cool!!
I love seeing fluid simulations like this done in Max. Bravo!
-Tom
That, sir, is incredibly cool!!
I love seeing fluid simulations like this done in Max. Bravo!
-Tom
The water wheel is still turning. I have a 500gb HDD that the cache is written too so it's a bit of a juggling act. I forgot to add an object as a collider so when it got to the top the fluids didn't interact with the tipper as expected. So I stopped it for a while and am bashing out a few others.
The render on that took AAAAAGGGEEESSS. It was doing about 18 mins per frame, across 320 frames or so, plus the second camera angle..
I am destroying my machine at the moment with another MassFX / Max Fluids combo in the mean time 😉
The water wheel is still turning. I have a 500gb HDD that the cache is written too so it's a bit of a juggling act. I forgot to add an object as a collider so when it got to the top the fluids didn't interact with the tipper as expected. So I stopped it for a while and am bashing out a few others.
The render on that took AAAAAGGGEEESSS. It was doing about 18 mins per frame, across 320 frames or so, plus the second camera angle..
I am destroying my machine at the moment with another MassFX / Max Fluids combo in the mean time 😉
Thanks @klankster. I just try and mix up the scenes as opposed doing just the norm. I manage to crash my machine a lot pushing it too far, but I like combining physics with the fluids. I have a few sims lined up all with MassFX elements too them.
The Water Wheel as mentioned, I have a conveyor belt with buckets of fluid at the moment and another with a big ole pendulum smashing into a container of fluid (knocking some boxes around also). That last one is a huge mess of foam and splashes.. but hey.. it's a result...
Thanks @klankster. I just try and mix up the scenes as opposed doing just the norm. I manage to crash my machine a lot pushing it too far, but I like combining physics with the fluids. I have a few sims lined up all with MassFX elements too them.
The Water Wheel as mentioned, I have a conveyor belt with buckets of fluid at the moment and another with a big ole pendulum smashing into a container of fluid (knocking some boxes around also). That last one is a huge mess of foam and splashes.. but hey.. it's a result...
The fluid was simm'd in the middle object first until it settled and then I set an initial state. There is a hidden object around the outside so when it starts to spin the water doesn't fly out. Over the course of the animation that hidden object is quickly animated out of the way and booyah, there is water then splashing all out and over the next collision object.
The fluid was simm'd in the middle object first until it settled and then I set an initial state. There is a hidden object around the outside so when it starts to spin the water doesn't fly out. Over the course of the animation that hidden object is quickly animated out of the way and booyah, there is water then splashing all out and over the next collision object.
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