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    16 Student Ed.
  1. Oil Slick / Liquid Simulation

    Yeah I don't really understand it either to be honest. I got some tips from a RealFlow veteran who told me I was doing several things wrong, so starting again armed with a better understanding of the parameters. The final render will be a close up of the central portion of the mesh, so those blobby edges won't be on show.
  2. Oil Slick / Liquid Simulation

    Hi natevplas, I'm making good progress with realflow now. I found an old tutorial for realflow and Maya on making lava flows which details a technique for pinning a texture to the mesh which is then deformed along with the particle movement and adapted it to work in c4d. This then bakes out to UVs that can be used to drive the transparency of the thinfilm effect in c4d. In terms of the natural motion I ended up using a grey scale version of the large scale oil spill and mapping the roughness and stickyness parameters of my collision surface to that so the fluid kind of traces the formation of densities and flows in the image, but then moves on and gradually evolves its own shape. That speed information also comes out as a vertex map which I can use to drive the variation of the thin film, along with a little animation of my sky hdr and a bump map from the realflow UVs to add some detail. I'm still figuring out how to handle exporting the number of frames the client needs (2,250), but feel im definitely on the right track at last. Many thanks for your input! H
  3. Oil Slick / Liquid Simulation

    Hi natevplas thanks so much for your many good suggestions I will certainly be trying them out. Cinema's Thin Film shader already has a built in function to map noise or other shaders to the thickness of the oil film, and i'm getting some good results in terms of the material now using a GGX reflection layer with additive transparency and some high IOR numbers. I will certainly be using After Effects to add in extra detail and was testing with turbulent displacement but your suggestion of animating the liquify effect is much better. I'm not having much luck with RealFlow and am finding the simulation times and filesizes pretty unmanageable as unfortunately I don't have access to a super computer, although I was considering looking into houdini as I managed to unearth this code for up-resing fluid simulations. http://www.tkim.graphics/CPT/ Unfortunately I'm on Windows and it seems like this code is only compatible with Mac/Linux, and I have no idea how to use Houdini. Anyway thanks for your input!
  4. Hi there, I've been asked to create a simulation of a large scale oil spill as seen from a high altitude. I'm currently trying to use RealFlow and then bringing in those meshes with a thin film shader, and then applying displacement in After Effects. Is there some way I could apply a highly detailed turbulent displacement that would respect the direction and speed of the realflow meshes? Attached are some examples of the sort of image the client is looking for. Any ideas on how to approach recreating this with convincing dynamic motion, shifting iridescent colors, and a good amount of fine detail, whether in cinema, after effects or any platform would be very much appreciated.