Recently I had the time (thanks to my boss, who was on a longer business journey) to experiment with Blender Fluids. I am a total noob when it comes to Blender and I have tried to get a first grip to this 3d application in the past, but always felt completely lost in the userinterface. This time it all went a bit smoother. I dunno why. I watched 4 nice video-tutorials which help to understand Blenders interface. I didnt feel that lost anymore.
So I started to play around with the fluids in Blender.
Fluids are cool. They are fun. Cinema 4D has absolutely no fluids yet, so I was interested in combining Blenders Fluids with Cinema 4D. The connection is possible but not satisfying yet.
- Model your scene in C4D
- Export it via Wavefront obj. format
- Import the scene in Blender
- Set up the Fluids in Blender (define the fluid, the simulation space, the obstacles, …)
- Render the simulation (and take a walk in the meantime 😉 )
- Export the Fluids as an animated mesh in .obj format, this will give you one file for every frame
- Import all the files in C4d via the contentbrowser
- Use this script which sets all fluid meshes invisible, excluding the mesh fo r the particular frame
The big drawback is the memory-usage. You’ll need a lot of ram to render a halfway decent simulation. This is because all fluid meshes are loaded into the memory at once, even the meshes which are not used at a particular frame. A plugin or skript which loads only the mesh which is needed at the current frame would do the trick here and allow for more complex scenes. But I couldnt find one so far.
Watch my fluids animation here (Fluids: Blender, Rendering: Cinema 4D):