Okay, I've figured it out. I didn't realize you had to choose the path of your cache from the Glubaker, that makes sense then.
Better documentation on Glu3d would be nice.
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September 06, 2010, 05:07:36 PM
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1
on: Today at 01:03:24 PM
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| Started by erice - Last post by thunderrunner32 | ||
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Okay, I've figured it out. I didn't realize you had to choose the path of your cache from the Glubaker, that makes sense then.
Better documentation on Glu3d would be nice. |
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2
on: Today at 12:51:49 PM
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| Started by erice - Last post by thunderrunner32 | ||
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I'm having the same issue, only I can't even figure out how to render with the Glubaker. I'm still learning the workflow of Glu3d, but I must be missing something obvious. Please help!
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3
on: September 02, 2010, 09:54:49 PM
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| Started by videomike99 - Last post by videomike99 | ||
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This helps alot. Thanks for your input.
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4
on: September 02, 2010, 02:06:37 PM
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| Started by videomike99 - Last post by jdgital | ||
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Yes you are correct on the particle source. Your start/end time for the simulation. So if you settle the fluid then after that change your range to start @ frame 200-600.
You said you didn't need to simulate the whole thing. So you just need to figure out how many "RunUp" frames you'll need to get away with what you want. So you may find that you only need 30 frames so then start the sim at 170-600. Without know exactly what you are doing its hard to say what would be the best choice. You can also think about the liquid FX as a separate thing to the rest of the animation. Sometimes cheating is the way to go. Like I don't know what is driving the animation but you could possibly do two animations. Once for the overall animation. Then another for just the liquid. I don't know if this helps or not but I'm trying... Good luck |
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on: September 02, 2010, 12:11:35 PM
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| Started by videomike99 - Last post by videomike99 | ||
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Jdigital,
I just went back to the interface and looked for simulation range...I didn't find it. I found under "glu3D/Mesh Controller" the start and stop areas, as well as the animation offset time. I found under "glu3DParticle01/Source Timer" start and stop. Am I missing it? |
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6
on: September 02, 2010, 11:40:42 AM
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| Started by videomike99 - Last post by videomike99 | ||
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No, at first, I settled the particles, and then wanted the vehicle moving at 30 mph right away for a few seconds before fading away the outside of the container to view the fluid. That was chaos! I understand why the sudden movement causes the problem.
So, what does the simulation frame range do? Currently, my animation is 600 frames long. For the caluclation of the particles, I settle at the beginning, ramp up speed for about 200 frames to get things 're-settled', and then continue to the end for the 'real' animation. Should I set the simulation frame range from 200 to 600, and just calculate those? It seems like it would still need to calculate from 0 to 200 to know where to be at frame 200. Mike |
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7
on: September 02, 2010, 05:34:38 AM
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| Started by morgado - Last post by morgado | ||
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OK so now Im getting bummed here LOL I made another flow for the creek without the pool so I could use this flow in Pflow. No problem there , it does what I want over 300 frames ends up with about 42,000 particles. But, when I import it into an empty pflow despite the duration setting being set to 300, at about frame 100 the flow ceases and the particles dry up completely which does not happen in the Glu flow. Also theres a ball of particles accumulating at position 0 in the XYZ. Its not that problem eating my particles because I can see it dry up as the flow dries up. Also, I see huge differences between the particles as displayed in Glu and those displayed in Pflow. I have checked and double checked that the particle files are the correct ones. Any clues
![]() regards a very perplexed Paul |
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8
on: September 01, 2010, 05:51:37 PM
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| Started by videomike99 - Last post by jdgital | ||
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After you settled your container of fluid, did you change your Simulation frame range?
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9
on: September 01, 2010, 12:08:30 PM
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| Started by videomike99 - Last post by videomike99 | ||
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Hi all. I'm still working on a proof of concept with the demo version and ran into an interesting delima.
I have a vehicle with a container of liquid. I fill the container, then settle, and get the level I need. Now, I need the vehicle to be moving, (about 30 MPH), and show what happens to the liquid during sharp turns. That's no problem...I've got that working ok. My problem is, I have to slowly ramp the vehicle speed up to 30 mph so the liquid doesn't slosh all around. This makes the animation much longer than what I need. I only need it moving at 30 mph for a second before I reveal the liquid inside. I'm having to animate 10 to 15 seconds before that to get things re-settled. Any work-arounds??? Thanks. By the way, this looks like a pretty nice plugin! It's taken a while to get used to, but it's very nice. As soon as we win the job, I'll definitly be purchasing! Mike |
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10
on: August 30, 2010, 08:02:25 PM
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| Started by jdgital - Last post by jdgital | ||
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I'm running the same version of glu & max2010 64SP1 on WindowsXP.
Well it must be something on my end if its working for you without any crashes. I do have a lot of plugins on my box so could be conflicts. Have you tried doing a vector element pass with vray? I wonder if that would work? |
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