no joke i spent around 12 hours trying to do this in the normal liquid solver without the addon, just got the addon and it took me less than 7 minutes to do what i needed
Unfortunately this way you don't get the look of an actual container with liquid. It's just a solid glass cube with liquid somehow floating inside which is alien for me, looks cool but I don't think this is quite usable. But I also have an idea about making the fluid to be within an actual hollow cube. Firstly create a hollow cube with a solidify mod applied with whatever wall thickness you like, then separate the inner side of the mesh from the outer and copy it, then one copy you can merge with the outer side of the cube mesh we created in the beginning and the other copy will be an obstacle with inverse attribute set to true. Next you just animate the original cube (the one that we applied to solidify modification to) and then transfer the key frames to our obstacle cube (not totally sure how you do this, maybe via constraints) then maybe scale it down a little bit beforehand and voila you have a liquid inside an actual container, now you just set an archviz glass material to container or explore how caustics work in this situation (I tried caustics for other projects which contained both glass and water and it didn't work out at all somehow but maybe that will not be the case here...) Idk why did I post all this, maybe just being lazy to set up such a simulation myself lol
very important question: can i somehow bake the fluid to keyframes too? cause i often use the time stretching feature in render properties (to slow down the szene) but the fluid does not get effected by it, why? how to fix that?
Please message me on instagram with screenshots so I can help you troubleshoot! I would assume based on what you said that you might not have the material slot applied.
@@croinal Can you send me a video or screenshot on Instagram? There are a multitude of reasons this could not be working. Make sure you have that object showing in viewport (not hidden).
@@KennyPhasesthanks for the reply, the viscosity was the default (none), however I managed to resolve it by changing the 'safety factor (CFL Number)' from 5 to 1 to make the simulation more accurate (in case anyone else has same problem)
@@KennyPhases very important question: can i somehow bake the fluid to keyframes too? cause i often use the time stretching feature in render properties (to slow down the szene) but the fluid does not get effected by it, why? how to fix that?
wait. I need to buy 76$ add on first? damn it
no joke i spent around 12 hours trying to do this in the normal liquid solver without the addon, just got the addon and it took me less than 7 minutes to do what i needed
Yup! Totally worth the money!
OMG!!! that is super easy thanks bro
great tutorial thanks
youre the man! maaaan... i was tryina learn this from the time i was born
You should have added a solifier modifier to the cube so it behave as a hollow glass cube.
Thank you Good Sir!
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Unfortunately this way you don't get the look of an actual container with liquid. It's just a solid glass cube with liquid somehow floating inside which is alien for me, looks cool but I don't think this is quite usable. But I also have an idea about making the fluid to be within an actual hollow cube. Firstly create a hollow cube with a solidify mod applied with whatever wall thickness you like, then separate the inner side of the mesh from the outer and copy it, then one copy you can merge with the outer side of the cube mesh we created in the beginning and the other copy will be an obstacle with inverse attribute set to true. Next you just animate the original cube (the one that we applied to solidify modification to) and then transfer the key frames to our obstacle cube (not totally sure how you do this, maybe via constraints) then maybe scale it down a little bit beforehand and voila you have a liquid inside an actual container, now you just set an archviz glass material to container or explore how caustics work in this situation (I tried caustics for other projects which contained both glass and water and it didn't work out at all somehow but maybe that will not be the case here...) Idk why did I post all this, maybe just being lazy to set up such a simulation myself lol
it wouldnt work sadly
@@1cecreampize197 WHy!!!! I am trying now and it isnt working
really helpful thanks kenny!
thank you soo match but why you bake the rig body ?
Because you need to have the object animated before baking. It won't work if you combine rigid body physics with a fluid sim.
@@KennyPhases ohhh pk thank you
Really helpful, as there is no tutorial where we can move the object with fluid in it
very important question:
can i somehow bake the fluid to keyframes too? cause i often use the time stretching feature in render properties (to slow down the szene) but the fluid does not get effected by it, why? how to fix that?
Hey! My liquid wont change colour, it just stays a sort of white clear liquid. Any suggestions to fix this?
Please message me on instagram with screenshots so I can help you troubleshoot! I would assume based on what you said that you might not have the material slot applied.
Is this whole type of water animation that reacts to the domain not possible with blender itself?
To my knowledge, it is not.
Why when I bake it the fluid surface is nowhere, this is like not exist
Me English is bad
@@croinal Can you send me a video or screenshot on Instagram? There are a multitude of reasons this could not be working. Make sure you have that object showing in viewport (not hidden).
Some of my fluid seems to stick the wall for a couple of seconds and then resolves itself quickly and drops to the bottom
Check your "viscosity" setting
@@KennyPhasesthanks for the reply, the viscosity was the default (none), however I managed to resolve it by changing the 'safety factor (CFL Number)' from 5 to 1 to make the simulation more accurate (in case anyone else has same problem)
Awesome!!! Glad that worked! There's many settings you have to mess with for sure!@@theoriginalluppy
@@KennyPhases very important question:
can i somehow bake the fluid to keyframes too? cause i often use the time stretching feature in render properties (to slow down the szene) but the fluid does not get effected by it, why? how to fix that?
we need the same without the pay2play/watermark
why is this impossible in blender's built in fluid system?!
Trust me I have tried! It may be possible with some experimentation, but unfortunately I have not yet succeeded.