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The liquid particles from the honey simulation are used in a Phoenix Particle Shader. The Count Multiplier is set to a value of 0.005 so that just only a few particles will be rendered. The render mode for the Particle Shader is set to Bubbles.

Make sure to simulate the liquid with ID channel exported from the Output rollout so that the Count multiplier would always remove the same particles during animation.

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titleDownload scene (120 134 KB)
urlhttps://drive.google.com/uc?export=download&id=1Wqpg-aNoRUq-JUoLL8ujRrI_pe6zH3361_-UvUpHVRntvYj8fShia8BQaGmoyvSPm

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Image RemovedImage AddedThe scene uses Plain Force to create the wind. The streamlines are made up of Phoenix Drag particles. they are just carried with the velocity field. The Drag particles are emitted in lines from a box, and a Discharge Modifier with a curve with spikes is used in the Phoenix Source, so the streamlines appear only at certain positions over the emitter box. The top, bottom and side walls of the Grid are jammed, in order to channel the velocity better. Only the front and back walls are open. Forward Transfer advection helps keeping the streamlines tight. Also some Classic Vorticity is used. You could experiment with PCG or Direct Symmetric conservation. Additionally, you could make the grid completely 2D and use Multi-Pass advection which has a little different feel. The Drag particles are emitted with Velocity channel and then Motion Blur is used for the V-Ray rendering.

 

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