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agag

Simple Liquid in a pipe structure

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agag    0

Hi,

 

I am wondering about a simple visualization of a liquid (paint) streaming through a pipe system. I have rough ideas, but I am not happy with it. One procedure could be to realize it over an animated texture (alpha). An another way could be to make it via sweep-nurps. Maybe Bool objects could help, but nothing of that promises a good result. The tricky thing is, that there isn't always the same pipe thickness. Another problem is, that I have to start with a finished mesh of the pipe respectively with the paint volume. I hope I explained it precisely enough. Any ideas? There is no need for a hyper-realistic animation or an plug-in like "real-flow" just a simplified movement of paint in a long hollow form. Thanx a lot, Alex

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Cerbera    1,120

I think you should be able to get a perfectly decent result out of sweeps for this. You just need 2 sweeps based on identical path splines, using profile splines that have the same axis point, so you can effectively line one up inside the other. Then it should just be a case of animating the end point of the inner one to make liquid move along it ?

 

CBR

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agag    0

Hi,

 

I figured out, that the sweep nurb has the option to scale the cross section under "details". I guess you mean that possibility? So with that, it could be a good way. But how can I get a centre spline out of tube mesh which follows all directions and even has sections with different angles. Maybe an idea? Thanks

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Cerbera    1,120
45 minutes ago, agag said:

I figured out, that the sweep nurb has the option to scale the cross section under "details". I guess you mean that possibility?

No I meant use different profile splines in each sweep, so one fitted inside the other without the need for any cross section scaling, but hey, whatever works, right ? :)

 

CBR

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agag    0

Hi, Maybe you are willing to have a look at this screenshots. This is one of my paint tube objects. As you can see not a clean mesh. I tried to let it grow with a rough sweep animation. I know that I can get a centre spline with the help of selecting all cross sections and make joints. Then joints to spline - I know that. But as you can see, there is a hard edge at the end of the boolen object. So my solution is very rough. Maybe there is a better way. Thanks

Bildschirmfoto 2017-10-12 um 20.33.23.png

Bildschirmfoto 2017-10-12 um 20.33.11.png

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agag    0

 

I forgot to say, the starting point is always the mesh of different pipes or tubes. As you can see with many different cross-sections. I don't think, that its a good way to emulate all of the tube objects with sweep nurbs or the like. Maybe there is a plugin for "let objects grow" or something.

 

 

 

Thanks, I appreciate all ideas from somebody else

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westbam    35

I wanna help, but have no idea what a mess it is I am looking at. Any method people suggest would be a bit useless with that geometry.

Normally a tube like that would look like a clean tube, like a bend cylinder if you please.

 

What you really really really want to pull of the effect, is a spline that is smack in the center of your tube.

Normally you would use that spline to create the tube, with, indeed a sweep. And then make it editable (keep a copy of your spline!)  you ring select and scale the parts that are thicker.

Than you just animate a sweep along that spline with a circle that is a bit smaller than the tube. And now for the thicker parts, use some deformers, like a bulge, and place them where needed.

 

To make the tip/end look interesting, you might wanna add something special there that follows it. There is a nice tut for that. 

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agag    0

Hi, thank you very much! Very useful tutorial!

 

Yes, I know what you mean - it would be great if this pipe-like objects would have a cleaner geometry and maybe I will get this better geometry. But in the meantime, I have to deal with this status quo and should find a solution.

 

So the only idea I have is to work with a growing sweep, but in connection with a boolean object. The reason is, that I have to work with the basic pipe-like form and let it grow.

 

I know what you are mean by using deformers etc., but the pipe-like forms should follow exactly a way (tunnel) with the same shaping, you know? I guess it ends up with big complexity!

 

Thanks, Alex 

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