Shaken & stirred
For some reason, there are broken elements in Realflow’s connector for 3dsmax2008, like material for mixing fluids among with some others.
And the challenge was to shake and mix two fluids of different colors.
Let’s modelin 3dsmax basic primitive like in picture below, kind of a sloped plexyglass figure for shooting beer stuff, and export it in obj format with triangle faces option checked.
Setup in RF an epic collison of two luquids from two different emitters with the rapid of 50.
Next make a single shared mesh for both liquids, with resolution a bit higher than automaticlaly suggested.
Calculate the mesh and import it into 3dsmax, add Relax on top of mesh for extra smoothness.
Render both meshes by order with vray, each with it’s unique materials reflections and refractions from the same camera.
Assign pure self illuminating material to mesh, with gradient ramp texture from white (0-25% [255 0 0]) to black (75-100% [0 0 255]).
For the U axis tiling enter a mystic number 0.05.
Choosing UV coordinate settings, possible by looking at UV-unwrap of the mesh imported from RF.
For example, here’s the settings for three emitter positioned in one dimension.
If enable “show material in viewport” button we’ll see that mixed parts of fluids now have grey color and “pure” parts of every liquid stay white and black respectively.
However, there are very sharp transitions in the areas where two liquids mix, there is a need to blur them out.
Here comes in handy render effect called “Surface Blur” written by Pavel Kuznetsov, for which (and for others,too) megarespect to him.
Render the mesh from the same camera once again with blurred result, without any reflections, refractions etc.
By the way, we can also render v-ray passes for velocity and z-depth channels for compositinig work later on. (unfortunately in combination with surface blur, it’s impossible to get real depth of field and motion blur)
Now, let’s load into Aftereffects all the sequences we’ve got.
Substract one of the main color liquids by assigning luma matte for black and white mask. Put another colorliquid at very beneath, then precompose all.
Make some color corection, DOF and motion blur as a post effects from respective channels.
Thats all :)
P.S. I’m not sure if the same method will clearly work for the mixing fluids into some kind of volume, for that purpose, some further composition work is needed.
P.P.S. Thanks to Polypixel for translating from russian
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