View Full Version : semi realistic water splash
rsquires 11-30-2006, 04:51 AM I need to do a water splash, that isn't necessarily realistic (in fact it's more like a silhouette). Meta balls will do but I don't know how to get the splash. I do have PhyTools so this might be an option. I am on R10 and have MoGraph so maybe this might help. Any suggestions would be greatly appreciated
http://homepage.mac.com/rsquires/3d/splash.gif
regards
rich
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neonghost
11-30-2006, 05:59 AM
Even with metaballs you probably won't achieve anything like that splash - TP can do little to simulate surface tension.
This really is a very simple task for realflow if you have it... Make a volume emitter and use a spherical emitter to drop a blob of particles into it. You'll also have to contain the initial volume (set the init state once the sim has run with gravity for a bit), just make sure it is large enough so you won't see bounce back waves from the container.
Kokosing
11-30-2006, 09:37 AM
The current 3D World has Realflow software and a tutorial to do something like this. If you're on a PC, that is.
W
wesware
11-30-2006, 01:53 PM
Interactiveboy has a pretty good example of what you're looking for on his site.
Click on the logo in the middle several times.
I believe it's vectorized realflow animation.
http://www.ingleinteractive.com/
unseenthings
11-30-2006, 02:36 PM
Realflow (demo) or Blender Fluids would probably give you a nice result. Both import into Cinema *fairly* well. There's also a realflow demo downloadable from the nextlimit website if you don't have the most recent 3D World.
The current 3D World has Realflow software and a tutorial to do something like this. If you're on a PC, that is.
W
Why not on Mac? It's availale for OSX or am i wrong?
rsquires
11-30-2006, 05:12 PM
I have 3D world and know of the article. I just downloaded the Mac version and C4D plugin so will try and let you know how it goes.
Blender fluids sounds interesting as it's open source, but I wouldn't know how to export it. Does it just export and animated obj mesh that you import into cinema like a poser animation?
IMO, realflow is the easiest to import into c4d. Very straight forward.
rsquires
11-30-2006, 05:56 PM
[IMO, realflow is the easiest to import into c4d. Very straight forward.]
I am sure it is but for the small amount of fluid sims I have to do I can't afford the hefty RF4 pricetag for a my small one man outfit. Blender seems to be up for the challenge and has some very in depth tutorials that explain the fluid set up. Just need to be able to get something out that C4D can use
regards
rich
[IMO, realflow is the easiest to import into c4d. Very straight forward.]
I am sure it is but for the small amount of fluid sims I have to do I can't afford the hefty RF4 pricetag for a my small one man outfit. Blender seems to be up for the challenge and has some very in depth tutorials that explain the fluid set up. Just need to be able to get something out that C4D can use
regards
rich
Yes that is a good point. RealFlow 4 is very expensive for the freelance small project . Well worth the price, but, yes very expensive. Also one doesn't see much use out of it either, speaking from experience. Only one or two projects a year need fluids.
I hope blender works well for you. I've been meaning to check it out also. I know that in previous releases, blender could not use fluids and animated objects. Has this changed?
rsquires
11-30-2006, 08:15 PM
from what I gather yes version 2.42 can use animated objects. I'll check it out and try and get something into cinema. If not I may have to render in blender
interesting times ahead
regards
rich
unseenthings
11-30-2006, 08:37 PM
from what I gather yes version 2.42 can use animated objects. I'll check it out and try and get something into cinema. If not I may have to render in blender
Yes, I'm 99% sure they've added animation objects... and be sure to get the most recent (like 2.42a or something) because they've changed up the fluids again to work/look a little better. When I've done it, I exported an OBJ sequence from blender and brought that series of OBJ's into cinema and used some Xpresso (that I found here on cgtalk) to fire them off sequentially, one per frame. It wasn't necessarily the most flexible solution, but it worked pretty well. Here is one (http://www.unseenthings.net/blender_fluids_test.mov) such test rendered in c4d. And here's one more (http://www.unseenthings.net/monkey_splash0001_0050.mov) that was rendered in Blender (recognize the monkey head?). Bear in mind both of those were just experiments, and were with the earliest version of fluids out there. :) The newest version (newer than 2.42 but not called 2.43 either..) is supposed to be even better. And if you want to see what blender fluids are really capable of, you should definitely check out this guy. (http://mpan3.homeip.net/sub.php?mid=vids)
Personally, I found realflow a little easier to tweak (and they do have a couple of fully functional demos in 3D World or their website) but don't discount Blender just cause it's free. :)
Wow i had no idea Blender's fluids were such high quality. That's amazing.
So its possible to import animation from c4d into blender, and then sim a fluid around it?
Are you guys kidding me? We need a little more creative thinking than....go buy realflow. That's expensive, for the price of Realflow you can get Maxon Studio bundle. I know someone has to have a better solution than that.
How can it be done in C4d to make water splash? Put on your thinking caps folks.
Yes you are right. :) I've seen something like this done using the FIZZ plugin. Although the quality was not very well, due to the metaballs mesh generation.
You could experiment with FIZZ. I would say that would be the best solution for creating fluids in c4d.
Use the Fizz plugin and assign a metaball generator to the particles. Adjust the parameters to the metaball and the fluids until you get the effect you want. Remember to keep the particle count very high. And the metaball subdivision very low, when rendering.
rsquires
12-01-2006, 05:24 AM
It's funny. I have been playing around with Blender for a day and have to say that the fluid sim is pretty decent for something that is open source. It's easily good enough for what I want to do but how I wish Maxon would do what they have done for hair in C4D with fluids. It's a no brainer really. Please Maxon if your listening I am sure you would get a big response if you release a half way decent fluid sim. And knowing the quality of hair it would probably give real flow a run for it's money
regards
rich
unseenthings
12-01-2006, 04:14 PM
It's funny. I have been playing around with Blender for a day and have to say that the fluid sim is pretty decent for something that is open source. It's easily good enough for what I want to do but how I wish Maxon would do what they have done for hair in C4D with fluids. It's a no brainer really. Please Maxon if your listening I am sure you would get a big response if you release a half way decent fluid sim. And knowing the quality of hair it would probably give real flow a run for it's money
Unfortunately, I doubt we'll see something like that anytime soon from Maxon... as much of a niche market as Hair is, the fluids market is probably 1/100th of that... For Maxon to do their "Maxon Thing" to Fluids as they did to Hair... it would be an immense amount of work, and they'd have a hard time getting their money back... look at Hair or MoGraph... both are absolutely stunning, and advanced C4D's capabilities in those areas far beyond the competition in many ways... but a *lot* people still complained of the $300-$400 price tag... but a lot of people bought both of them...
With Maxon doing fluids, I think you would run into the "renderman on Cinema" problem -- everybody wants it, everybody thinks it cool, everybody would just absolutely *kill* to play with it... but only a handful of people would actually buy it to use when it came down to it... I'd love to play with the renderman stuff (or the linux stuff) of C4D as much as the next guy (or more) but I don't forsee a project in my future where renderman would outshine AR enough to justify the extra time and expense, so while I'd play with it and think it was cool, I wouldn't buy it. Most (but not all) of the people who would really benefit from using Renderman in Cinema probably have the production bundle and are using it. Most everyone else would want to play with it because Renderman is the cool thing that all the studios use... but most people probably wouldn't buy it if it was released tomorrow as a $995 module (just an example). I think fluids are the same way... the people who really need good fluids turn to realflow... yes, it costs as much as the studio bundle... but if you need it, it still costs a lot less than doing that by hand. As much as I love Cinema, their metaballs are *not* something to write home about. Even after you play with them a lot, you'd still have a hard time doing a whole lot with them.
All that to say... I don't think Maxon will be attacking fluids anytime soon. :) It would be super duper, but I don't see it happening. They're a business, and they have to do what keeps them in business... and as many people screamed about the CA improvements (when they felt other areas were being neglected) I can only imagine the 12,001 new threads up in arms that Maxon Fluids were released when A, B and C areas were still not resolved.
Just my (long) $0.02
AdamT
12-01-2006, 04:19 PM
I'd love to see a fluids module but I'm also dubious about how viable it would be for Maxon. Even if it was half the price of RF4 ... I doubt there would be many takers for a $1,350 module. I know there would be a hulla lot whiners, though. :rolleyes:
But why should a Maxon Fluid system have to be that expensive? Isn't Clothilde dirtcheap compared to Syflex? Maxon can do it, will do it and people will buy it I'm sure. For one fluid project in a year it would pay back for many users I think.
odo
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