Digital humans the art of the digital double
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# 16 31-10-2005 , 06:54 PM
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nope

nope just comes up plain white, want me to post the scene file?

# 17 31-10-2005 , 07:56 PM
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Yes. I'll look at it tonight.

# 18 31-10-2005 , 08:18 PM
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here it is

and its not maya coz i jsut created a new scene with cloth and it works.

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File Type: mb chocolate.mb (64.0 KB, 364 views)
# 19 31-10-2005 , 10:59 PM
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Well, I looked at it and played with it for a while and I don't know why it won't render. The problem is not with the fluid. It's with the scene file itself. You can load the chocolate.mb scene file then delete the fluid and everything else then try to render a simple sphere or a box and you won't be able to. I don't know that much about render globals but I think that's where the problem is. I even tried making a simple file that works fine then importing your file into the scene but as soon as I did that, nothing would render.

I had this problem on one of my files last year and I never found out why. I just had to rebuild the file from scratch.

Sorry I couldn't help you on this one...

# 20 01-11-2005 , 12:00 AM
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hmm

hmm no problem ill rebuild it soon thanks though.

# 21 01-11-2005 , 12:24 AM
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I noticed that you had the shading color attribute set to dynamic grid. You should try setting it to "use shading color" then use density as the color input. Since you're rendering as a surface instead of a volume, you could probably use "constant" for the color input if you wanted to.


Last edited by Velusion; 01-11-2005 at 12:33 AM.
# 22 01-11-2005 , 01:50 PM
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ok


# 23 01-11-2005 , 01:58 PM
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Great job! Now, have the chocolate pour into a bowl.... and if it's hot chocolate, have some steam coming off of it. Remember, you can put a fluid container inside of another fluid container(one container for the chocolate and one for the steam)..

Also, I noticed in your scene file that the voxel resolution was pretty low. That's why the chocolate looks blocky as it pours instead of smooth like real liquid. I can't remember the size of your container but you should try setting the voxel resolution to 2 or more times the container size. IE; if the container is 10 x 10 x 10 then try setting your voxel resolution to 20 x 20 x 20 or higher. Remember to always keep the voxel sizes on a 1 to 1 ratio. In other words; If the contianer is 10 x 10 x 10, don't make your voxel resolution something like 20 x 25 x 15. If you do, the voxels won't be square and the fluid will move through them in a disproportionate way.

Example
This will work:
container: 10 x 17 x 5
voxel res 20 x 34 x 10
The voxels size is 2X the size of the container in all 3 directions (X,Y,Z). Since they are all 2X, the voxels will be square.


Last edited by Velusion; 01-11-2005 at 02:23 PM.
# 24 01-11-2005 , 04:42 PM
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hmm

hmm ok i got that and im not ready to pour it into a bowl or something just yet my dvds should be here today and im gonna start modeling then.

# 25 07-11-2005 , 02:07 PM
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Ok

ladies and gentlemen, I have figured out the problem

The reason why he can't render the fluids is because he has fluidShape1.instObjGroups connected to the lambert2SG.dagSetMembers...

you can't do that

To use a normal shader with a fluid, you have to use the color ramp in the color section(or temp section) like you would a normal ramp shader. Click on the checkered box next to the selected color and you can add shaders that way....

Reconnected your fluid's instObjGroup to the original fluidShape's dagsetmember in the connection editor and that will fix your problem and get rid of the lambert 2... do NOT optimize scene until you've reconnected everything to where they're suppose to be...


Last edited by Razor Blade; 07-11-2005 at 02:11 PM.
# 26 07-11-2005 , 05:23 PM
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Wow! That's great that you figured that out! I looked in the hypershader but I don't know enough to spot problems like that.

Good job Razor user added image

# 27 07-11-2005 , 05:27 PM
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well, a fluid container creates its own special shader which is actually the fluidShape...so it creates fluidShape#SG ... his shader wasn't connected to that, and I found that out through the hypergraph and not the shader, though you can probably see it in the shader too.. I used hypergraph I felt more confidence in that than the hypershade user added image

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