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Ink simulation introduction
In this video for 3ds max we’ll talk again about particles and fluids using various tools as Krakatoa, FumeFX and Particle Flow. Ink simulation can be a really complex topic, but it can be simulated in many ways and some of it are really fast to be prepared, so today we’ll explore a simple ink simulation with Krakatoa setup.
How we can solve it
In this video we’ll take a look at a really simple approach to create a basic setup simulating ink just using an animated falling mesh, FumeFX for fluid simulation data and PFlow to have the particles ready to be rendered with Krakatoa engine. We’ll start preparing the animation of a sphere falling, to simulate the water drag, we’ll use the curve editor to slow down the object movement. Then we’ll use it as a FFX source to simulate smoke emission from the sphere with FumeFX, we’ll tune it to have a good amount of details. To simulate the ink dynamic inside the water we’ll animate the time speed and the drag force, adding a little bit of turbulence too. It will be a good example to understand how we can approach to dynamic deformation to simulate something different from smoke and fire.
Last part will cover the preparation of a PFlow setup that will use the FumeFX simulation data to control a particle system driven by smoke speed. It will be rendered with Krakatoa using a really simple rendering setup.