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View Full Version : Water Flooding; help needed


Rhid1en
08-10-2002, 12:14 AM
I'm working on a scene in which you open a door, if you haven't yet drained it, there will be a cinematic of water flooding violently thru the doorway into the camera. (No budget for plug-ins) I'm thinking of trying morph target object in conjuntion with meta-particles and normal, transarency particles; but am hoping one of you wizards out there in the world have already faced this problem and may have some good ideas to help out?!(three for good luck!) :D :D :D

toonman
08-10-2002, 12:58 AM
You might want to check Peter Watje's blob modifier... works great on particles! (http://www.max3dstuff.com)

Black&White
08-10-2002, 02:14 AM
Can you please show your viewport and and rendered key snapshots. You if manage make a small viewport and rendere(if you done some color and shading) animation too.

Rhid1en
08-12-2002, 06:15 PM
that's how I was planing on creating the meta-particles. Thanks.
Hmmm... B&W, haven't actually started the animation, that's why I was hoping someone might have suggestions, so I don't waste a lot of time on. Err... damn deadlines and short schedules, I tell ya!
Well, I'm going to start working on it today, if anyone happens to come across this and has any ideas though, I'd still love to hear them! :hmm:

t1t4
08-12-2002, 09:27 PM
I did something similar to this once a few years ago in Max 2.5 with no plugins. I did the first rush of water using standard particles with lots of motion blur. Then I rendered a couple of other splashes separately and composited them in in AfterEffects. It worked out ok. I had tried metaparticles but it was taking way-way-way to long. You can take a look at what I ended up with here. You will need Divx 5.x to view it if you don't already have it.

http://www.boring3d.com/misc/splash02.avi

Rhid1en
09-06-2002, 12:42 AM
okay, so I decided to go with morph targets for the main body of water, particles , some trans maps with blur and some meta particle... looks good enough, however I'm having a problem with high levels of black in my raytraced materials once the main water intersects with my camera?! Anyone know what causes this, or have an alternative idea I could try?

Frame before it hits camera's clipping planes

Rhid1en
09-06-2002, 12:44 AM
The room is only two walls and a floor, environmental color is pure white, casting nice reflections until it gets to this point. The water needs to flow into the camera though, knocking it back and around as it goes over the viewer

to much black when intersecting with my camera

RealThing
09-06-2002, 02:20 AM
There is also RealFlow check out the animation that Willi Hammes did with it to do a very similar effect. http://www.3dluvr.com/willi/

Rhid1en
09-06-2002, 08:41 PM
Unfortuantely we don't have the budget for a copy a real flow and the demo is not to be used in comercial products. :annoyed:
So, does no one out there know how to get around this raytraced reflection problem?

Equinoxx
09-06-2002, 11:08 PM
you could try and ask this willi how he did his hallflood animation

http://www.3dluvr.com/willi/

go to animations, check the one titled Flood

PiXeL_MoNKeY
09-06-2002, 11:29 PM
Take a minute and look through the MAX help and all your problems could be answered. Im guessing the raytracing is hitting its Max Depth and therefore rendering black. You can increase this by going into the global parameters of the Raytrace material or map. Here is the definitions form the help.

Maximum Depth (Sets the maximum recursion depth. Increasing this value potentially increases the realism of your rendered scene, at a cost of rendering time. You can reduce this value to reduce rendering time. Can range from 0 to 100. Default=9).

Cutoff Threshold (Sets a cutoff threshold for adaptive ray levels. If the contribution of any ray to the final pixel color drops below the cutoff threshold, the ray is terminated. Default: 0.05 (5% of the final pixel color). This can speed up your rendering time considerably).

As a rule, when a ray reaches the maximum depth, it is rendered the same color as the background environment. You can override the color returned at maximum depth by either selecting a color, or setting an alternative environment map. This can make the "lost" ray invisible in the scene.

-CiRe0321

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