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Fluid animation Error

Posted: Wed Dec 03, 2014 12:16 am
by RahiSan
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.

Re: Fluid animation Error

Posted: Wed Dec 03, 2014 12:52 am
by face_off
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

Re: Fluid animation Error

Posted: Wed Dec 03, 2014 6:18 am
by RahiSan
Thank you paul, I sent you the file via wetransfer.

Re: Fluid animation Error

Posted: Wed Dec 03, 2014 7:01 am
by face_off
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

Re: Fluid animation Error

Posted: Wed Dec 03, 2014 7:20 am
by RahiSan
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

Re: Fluid animation Error

Posted: Wed Dec 03, 2014 10:58 am
by face_off
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

Re: Fluid animation Error

Posted: Wed Dec 03, 2014 5:10 pm
by RahiSan
Thank you Paul,

updating the plugin and standalone did the trick!