Simple ink simulation with Krakatoa
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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.

Discussion
15 Responses to “Simple ink simulation with Krakatoa”Leave a Comment
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yes ! thank you again, really nice effect !
Thanks to you.
Thank you so much to share your knowledge!
Thanks to you for following us !
Thank you
But, what’s your system specifications?How did you sim. 2M particles?
Hi and thanks, the workstation I used for it is not so powerful, it is a Core i7 930 3.2Ghz, 12GB Ram, Primary disk is a SSD 250GB, Secondary disk is a Caviar Black 1TB, GPU 1 : Quadro5000, GPU 2 : Tesla C2050…..
I think that you don’t have so many problem for realtime viewport previewing 2M particles,because of your GPU1:Quadro5000,am I right?
Do you use any optimization workflow?
It is just because I’m using data coming from FumeFX, so PFlow has not so much to do, it is just a viewport problem and with this configuration and this GPU it is not a so big problem with Nitrous viewport.
thanks a lot for your really nice works and tutorials, you are the one
Hi Alessandro!Great tutorial. Although i am occurring an awkward problem. When i try to delete particles Out of Grid in my FumeFx Follow node my particles dissapear? What could be wrong?
Hi, thanks. Can you try to set to off and then to on PFlow ? Usually it works. If not, please send me your scene at [email protected] so I can check it
great tut!!! but i have the same problem… when i check the box delete particles out of grid, krakatoa cant render the particles
Hi, thanks. You are right, sometimes it happens, so you can try to set to off the PFlow and then set it to on again, and it should works fine.
Hi there Alessandro!
Great tutorial Man! Im following along with a student version, however when i try to make the Pflow follow the FumeFx. The particles does not go with the date of the smoke, however it is effected by the turbulence only. Can you help me with that problem?
Hi Frank, sometimes it happens to me too. Can you try to set to off PFlow, and then again to ON ? Usually it solve the problem.