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Tutorials from Demo Scenes

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(@01kingj)
Active Member
Joined: 1 month ago
Posts: 3
Topic starter  

Hi very new here so apologies if this is the wrong place to ask, i appreciate the demo scenes, and particularly like the melty head and the strawberry impact scenes, are there any tutorials on creating these as step by step? i learn much easier and remember more if i get to go through the process myself. I've picked up a nice three part series on pixel-planet-studios but im yet to find any tutorials on those specific demo scenes. 

 

Thanks in advance.

JK


   
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(@dennis_flipfluids)
Member Admin Registered
Joined: 12 months ago
Posts: 11
 

Hello JK!
Unfortunately we do not have specific tutorials for this scenes.
We recommend to take a look into our Complete Guide Learning series. There you will learn all this things you need to know for this kind of animations.

And if you have prepared a .blend file, feel free to send it to us and we will try to help you!


   
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(@01kingj)
Active Member
Joined: 1 month ago
Posts: 3
Topic starter  

@dennis_flipfluids thank you for taking the time to get back to me, I guess I'm just looking to see what the possibility of making the delicate type of SIM like the strawberry SIM in your demo would be. I've not really found any tutorials that cover that, particularly the sheeting and surface tension parts. Most of the tutorials are large scale splashes or thick viscous fluids... But nothing really covering that delicate sweet spot. 

 

I'll keep looking though. 


   
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(@dennis_flipfluids)
Member Admin Registered
Joined: 12 months ago
Posts: 11
 

Thank you for your patience!
Basically all you need is a falling fruit, and an inflow shot towards that fruit within a frame.
A nice splash effect is then created on impact.
If you then experiment with viscosity, surface tension and sheeting (always only use sheeting for a limited frame range, as it adds liquid) you can create such an effect.
I have created a quick scene for you.
The outflow object below has the function of erasing the "tail" of the fired chocolate drop at the right time.
The falling fruit was a RigidBody. I animated the rigid body simulation within the domain to a speed of 0.1 (keyframes). Then baked the RigidBody cache. And then convert this animation into a keyframe animation (F3 -> Convert to keyframes).
It is now important that the simulation speed for the domain is reduced at the same time as it was for the rigid bodies.
We have programmed a new feature for this: If the domain is selected and the simulation tab is activated, you will find "Time Scale" at the bottom. And if you click on Rigid there, the simulator adapts its pace to the rigid-body world.

Take a look at the .blend file. Experiment with it. And if you have any questions, feel free to get back to us at any time. We always try to reply quickly. Sometimes that works too ;).


   
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(@01kingj)
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Joined: 1 month ago
Posts: 3
Topic starter  

@dennis_flipfluids this is perfect! thank you so much for sending this over, i will explore this scene in depth. so kind of you.


   
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