Here's a pretty interesting particle/liquid morphing trick by Juan Gea.
In this tutorial we are going to cover a technique used to create particle morphing, but we will avoid the old Keyed particles technique because it has many flaws, this is a pysically based technique that delivers awesome results.
We use the latest Fracture Modifier build for it´s new remesher, here you have the link:
Download the latest fracture modifier build here.
Hope you like it!
16 Comments
Awesome!
I always have been looking for something like this. Morphing without partikels - great.
Thanks for that!
Glad you liked it! I was in the exact same situation :)
Juan Gea really ought to make better use of screen real estate. The promotional lower third and his camera feed leave far too little space to the most imprtant part. ie. the actual Blender window. It's virtually impossible to make out any text there on a normal-sized monitor. He needs to rethink his presentation technique.
Thanks for the suggestion Klutz, I´ll think about that.
I use that screen real estate to hold other things, in the case of tutorials it does not have much sense, but for the shake of speed prepairing things I retain the same interface for the tutorials than for the live streaming, and in the live streamings the right part of the screen is used to contain the youtube chat and a secondary camera with my co-presenter.
So it may seem useless but in fact is not, I´ll try to increase the GUI font size so you can see it better, but I have checked this in an ipad pro, wich is far smaller than a normal pc screen, and I can see it fine, in any case, when I have time, I´ll redesign the interface, I don´t like it either :)
Cheers!
Thanks! Your tutorials are awesome. Just like Fracture Modifier branch! :)
Thanks! We have some more tutorials about fracture modifier coming soon, and this time related to actual fracturing hehe
Cheers!
Great tutorial! Q: My cycles render result looks different to the 3D rendered view port. The final render is to smooth, without details. Could someone give me a hint?
Hmm looks like the render resolution of the mball remesher is lower than the viewport resolution here. I think viewport render counts still as "viewport" and that why it looks correct still, but final render resolution should be same or higher (as in finer) than viewport resolution.
Thank you for your feedback! I have tried many settings. Also the final rendering with up to 512 samples. The BI Render shows the same problem. In the following screenshot you will find my main render settings for Cycles. I use Blender with Windows 7 and 10. When I found a note that Cycles had some problems with Halo, I linked a sphere as an object. Even without success.
Scorpion81 is right, the problem is in the render/viewport settings, but not the Cycles settings but the Remesher modifier settings, make sure the render settings in the modifier are the same as the viewport settings.
But I can not find "render settings in the [Remesher] modifier". (see picture)
In display parameters, Render Size, make sure this parameter has the same value or even lower if you want finer detail, than the Wire Size
Cheers!
Solved! :) Thank you so much for this hint. I misunderstood the "Wire Size" field. I am so happy for the support! Thanks again!!!
hello eric. i have the same problem as you. the viewport render is different than the final render. how did you solved it? can you help me?
Hi Bill,
Please find the screenshot attached with the [Remesh Modifier] settings for
- 3D Viewport: reduce the [Wire Size] to 0.040
- Render View: is controlled by [Render Size]. I use the same settings as for the 3D Viewport
Hope it helps :)
... sorry, I uploaded the screenshot as .png. The picture was not readable (in my browser). Here the .jpg.