In Blender I have a scene set up where I intend to have fluids doing their thing at one point. I have the start point for the animation down at frame 300 and from there I want fluids to come into play. However baking the fluids (I have domain and an inflow already set up of course) does not cause the fluids to be baked. Apparently when you bake fluids, it starts from frame one and well that's problematic.
How can I get the fluids to bake starting from frame 300? As in the inflow starts pouring out shit from frame 300? Having the actual animation start from frame 300 does not help this.
Baking a fluid simulation will always start from the first frame to the last frame but you can keyframe the inflow to let the fluid start at the frame you want.
Just hover over the checkbox and press [B]i[/B].
[img]http://www.abload.de/img/unbenannt-1sjydw.png[/img]
[QUOTE=Mitsuma;36085791]Baking a fluid simulation will always start from the first frame to the last frame but you can keyframe the inflow to let the fluid start at the frame you want.
Just hover over the checkbox and press [B]i[/B].
[img]http://www.abload.de/img/unbenannt-1sjydw.png[/img][/QUOTE]
I'm doing exactly this but it still doesn't seem to work. Creating a new inflow and making sure I keyframe it on the frame I want it to be on still doesn't make the fluid animate.
Of course it's still within the domain I've created as well so I have no idea why it isn't working. Thanks for the help anyways.
[QUOTE=Antdawg;36086145]I'm doing exactly this but it still doesn't seem to work. Creating a new inflow and making sure I keyframe it on the frame I want it to be on still doesn't make the fluid animate.
Of course it's still within the domain I've created as well so I have no idea why it isn't working. Thanks for the help anyways.[/QUOTE]
And you remember to insert a keyframe in frame 299 (frame before it starts) where it's not ticked?
[QUOTE=clb;36086315]And you remember to insert a keyframe in frame 299 (frame before it starts) where it's not ticked?[/QUOTE]
Thanks for pointing that out but it's still not working.
In regard to the keyframes on the inflow; I have a keyframe on frame 0 where the checkbox isnt selected but it is yellow, frames 1 to 298 the checkbox still isnt selected but the box is now green, frame 299 still not selected but the box is yellow again and frame 300 finally has the tick and the colour is yellow. All frames after that the box is green and ticked.
I have the feeling what I'm doing wrong is painfully obvious but I just can't figure it out.
[t]http://i.imgur.com/3TrUA.png[/t]
[IMG]http://dl.dropbox.com/u/43356210/Modelphotos/boltpistol.png[/IMG]
I made a bolt pistol but the photo doesn't really do it justice, I recommend checking out the 3d view here [url]http://p3d.in/KX0xn/wireonsmooth[/url].
Hey hey, I have some good news. I received an e-mail from NHTV college in Breda, here in the Netherlands. My assessment products were judged top marks, and one of the highest scores in this year's batch of products. I've been set to top-applicant status, which means instant admission. So, I got in! Four years of working close with industry professionals in Visual Art and Design aimed at the game industry.
So yeah, I'm bouncing through the ceiling at this point. :dance:
So I was messing around with particles and then I made this.
[img]http://i.imgur.com/qmywa.png[/img]
Quinn's making me do stuff for him again.
[img]http://puu.sh/wVYr[/img]
I'm going to be modeling three antique cameras over the next couple of weeks: A Brownie Target 6-20, a Brownie Hawkeye, and a Polaroid Pronto Land Camera.
Got them from my great uncle, who's in hospital with leukemia... Didn't realize he was into photography in his earlier years.
Le Moon
[thumb]http://www.deviantart.com/download/304445200/earth_rise_by_ottothecat2005-d519bf4.jpg[/thumb]
Earth
[thumb]http://fc00.deviantart.net/fs71/f/2012/147/d/2/planet_earth_1080p_by_ottothecat2005-d519j3s.jpg[/thumb]
[editline]27th May 2012[/editline]
Why is that when I make a vray sphere light the same size as a real light bulb with the same luminance power, it can only light up something 5 inches away from it? I try turning it up until it lights up the room but then anything near it is pure white. I don't see any falloff option either to adjust this.
[QUOTE=TonyP;36097496]Why is that when I make a vray sphere light the same size as a real light bulb with the same luminance power, it can only light up something 5 inches away from it? I try turning it up until it lights up the room but then anything near it is pure white. I don't see any falloff option either to adjust this.[/QUOTE]
You should also use a Vray camera with realistic settings if you want the lights to work properly.
[QUOTE=SweetSwifter;36087238]Hey hey, I have some good news. I received an e-mail from NHTV college in Breda, here in the Netherlands. My assessment products were judged top marks, and one of the highest scores in this year's batch of products. I've been set to top-applicant status, which means instant admission. So, I got in! Four years of working close with industry professionals in Visual Art and Design aimed at the game industry.
So yeah, I'm bouncing through the ceiling at this point. :dance:[/QUOTE]
That's awesome! Congrats!
This animation totally makes sense.
[img]http://dl.dropbox.com/u/24489264/bolt-pist-draw.gif[/img]
I'm making an ridiculously detailed PS3 slim model.
Still have to make the HDMI, optical out, and a/v out hardware and some minor detail on the bottom. Then the logo and text which will be bump and displacement maps and masks. Please click for full view.
[thumb]http://img861.imageshack.us/img861/7958/usbwe.jpg[/thumb]
[thumb]http://img196.imageshack.us/img196/3456/topzs.jpg[/thumb]
[thumb]http://img528.imageshack.us/img528/4958/powersocket.jpg[/thumb]
[thumb]http://img593.imageshack.us/img593/89/harddrivebay.jpg[/thumb]
[thumb]http://img215.imageshack.us/img215/7/frontwec.jpg[/thumb]
[thumb]http://img837.imageshack.us/img837/6434/ethernetport.jpg[/thumb]
[thumb]http://img607.imageshack.us/img607/1261/bottomnm.jpg[/thumb]
[thumb]http://img521.imageshack.us/img521/7821/backdx.jpg[/thumb]
[t]http://fc04.deviantart.net/fs70/f/2012/148/d/6/1960__s_police_box_by_evil_policeman-d51f3p8.png[/t]
[url=http://evil-policeman.deviantart.com/art/1960-s-Police-Box-304715132]It's a "Police Box" because I don't want to get sued[/url] [url=http://www.turbosquid.com/FullPreview/Index.cfm?ID=673046&seo=0]for selling a TARDIS model.[/url]
[IMG]http://i14.photobucket.com/albums/a345/ajackss/low_polys.jpg?t=1338152995[/IMG]
Finished my low poly, now to play.
[QUOTE=Ajacks;36101890][IMG]http://i14.photobucket.com/albums/a345/ajackss/low_polys.jpg?t=1338152995[/IMG]
Finished my low poly, now to play.[/QUOTE]
Do you happen to have scripts for building cities out of these things? Seems like that would make the most sense. I could see these being used in either open-world games, like GTA or Assassin's Creed, or in movies where you need a ridiculously large panoramic shot with a lot of identical buildings...
Also, you're amazing.
[QUOTE=woolio1;36102298]Do you happen to have scripts for building cities out of these things? Seems like that would make the most sense. I could see these being used in either open-world games, like GTA or Assassin's Creed, or in movies where you need a ridiculously large panoramic shot with a lot of identical buildings...
Also, you're amazing.[/QUOTE]
Eh I'm sure there would be an easy way to array them all in a large scale but for now It's not time prohibitive to just arrange them myself. I think the low poly will be a very successful product as itself since my low poly arab city is selling very well. I attribute that to mobile gaming.
Also heres my low poly version of the car I just put together.
[img]http://i14.photobucket.com/albums/a345/ajackss/slum_car.jpg[/img]
Nice work Ajacks.
Also what is the resolution of the textures for those low poly buildings ?
[QUOTE=ferdam;36102448]Nice work Ajacks.
Also what is the resolution of the textures for those low poly buildings ?[/QUOTE]
2048x2048, built so they look half decent up close but can easily re-sized down for different uses.
I don't know why, but when I see your low poly buildings i just think they look sorta like they're made out of dusty paper. I think they need a bit more contrast or bump/spec maybe?
[QUOTE=TonyP;36102570]I don't know why, but when I see your low poly buildings i just think they look sorta like they're made out of dusty paper. I think they need a bit more contrast or bump/spec maybe?[/QUOTE]
Yeah they need normals, but the pale look is just the renders, the textures are fine.
Oh my god, Quinn actually textured something.
[img]http://dl.dropbox.com/u/43356210/Modelphotos/Dignum%20Insidiatur.png[/img]
It was made for tf2, which explains the art style and lack of bumpmap on the seal.
[QUOTE=Quinnjdq;36103189]Oh my god, Quinn actually textured something.
[img]http://dl.dropbox.com/u/43356210/Modelphotos/Dignum%20Insidiatur.png[/img]
It was made for tf2, which explains the art style and lack of bumpmap on the seal.[/QUOTE]
Couldn't you use $alphatest on the paper to save on polygons?
[QUOTE=Ajacks;36102643]Yeah they need normals, but the pale look is just the renders, the textures are fine.[/QUOTE]
As I see. Great work as usual though. :v:
[QUOTE=Legend286;36103280]Couldn't you use $alphatest on the paper to save on polygons?[/QUOTE]
I am not 100% sure what you mean but it is a very small model and purely for a mod so the doubling of $nocull isn't really an issue.
[QUOTE=Quinnjdq;36103596]I am not 100% sure what you mean but it is a very small model and purely for a mod so the doubling of $nocull isn't really an issue.[/QUOTE]
What he's suggesting is having a single plane with a texture with an alpha channel that includes all the holes and damage on the paper, rather than having them as actual geometry.
[QUOTE=~ZOMG;36103657]What he's suggesting is having a single plane with a texture with an alpha channel that includes all the holes and damage on the paper, rather than having them as actual geometry.[/QUOTE] Ah yeah, yeah I very much could have done that and most likely should have but the actual model was done before I had the intention to put it in tf2 and I really couldn't be bothered to set up an alpha layer. I will very much keep it in mind if I do something like this again, though.
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