Fluid animation Error

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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RahiSan
Licensed Customer
Posts: 134
Joined: Sat Apr 12, 2014 7:55 am

Hi,

I'am doing a project with a collegue at the moment and we did some fluids in blender. We imported them into modo as meshes. Basically, every frame a different fluid mesh is visible and the rest is hidden thus creating the animated fluid (are doing this for the first time so I'm not sure this is the best way to do it). The camera animation we did renders fine in the plugin, but the fluid mesh stays the same across all frames. I tried with load all frames into octane ticked on and off, but to no avail. Is there something I am missing or is this way of working not possible with the plugin?

Thank you.
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face_off
Octane Plugin Developer
Posts: 15714
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Hi - in general, the fluid animations I have seen have animated vertices and work OK. But if you are changing the visibility of Mesh objects, that will cause a problem with motion blur - and it's not something I have tested. Are you able to send me the scene pls? Then I can have a closer look to see if there is a simple solution. Email is paul at physicalc-software dot com.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
RahiSan
Licensed Customer
Posts: 134
Joined: Sat Apr 12, 2014 7:55 am

Thank you paul, I sent you the file via wetransfer.
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face_off
Octane Plugin Developer
Posts: 15714
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

I just had a quick look. The simulation appears to have a static mesh for each frame - and the visibility changes to the next mesh each new frame. The scene you sent me rendered with the fluid animatiing without me having to change anything. If viewing in the OctaneRender viewport, you need to Refresh each time you go to a new frame to load the new visible Mesh. If rendering the whole animation, it rendered correctly as is. I reduces the ray epsilon to get a better render effect too (since the polygons are small). You won't get motion blur using this workflow (see http://render.otoy.com/manuals/Modo/?page_id=998 for details).

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
RahiSan
Licensed Customer
Posts: 134
Joined: Sat Apr 12, 2014 7:55 am

Hey paul,

Thank you so much for the super quick help! That means the problem has to be on my side. I will make sure that i have the latest releases installed and try again. Did you have "load all frames into octane" ticked on or off when rendering the animation?

Thanks
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face_off
Octane Plugin Developer
Posts: 15714
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Did you have "load all frames into octane" ticked on or off when rendering the animation?
It needs to be unticked in order to force the plugin to reload all the meshes each frame.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
RahiSan
Licensed Customer
Posts: 134
Joined: Sat Apr 12, 2014 7:55 am

Thank you Paul,

updating the plugin and standalone did the trick!
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