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garf

FLIP in glass mblur

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I've got a liquid sloshing about in a glass and I'm rendering with dialectics. When mblur is turned on, frames where there is significant movement in the glass the 'interfacing' between the two objects appears to diverge. (i.e. it looks like the geometries don't overlap)

I guess this is down to the motionblur calculating the glass and the liquid to be in different places. I've tried a heap of setups to try and get them to match but to no avail. I even tried copying the velocities from the glass straight onto the liquid to see if that would fix it so they have identical velocities, but that doesnt appear to work either.

Any ideas?

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Without a scene to play with I can only guess.

Have you tried denser geometry? Like, waaay more polygons?

Are you rendering with Polygons as Subdiv ? Have you tried rendering them as VDBs?

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