View Full Version : Wave/Liquid in sky
efecto 12-13-2006, 02:21 AM I'm working on this side project where this slow moving tidalwave/liquid is in sky.
How would you do this? I have got some ideas but dunno if these are achievable.
Options
1. Model the foam in detail, fill it with RealFlow particles. then animate?
2. Set up planes then put nice shader on it then add more particles.
The tidalwave foam requires a lot of details, such as wake and splashes but all in slow motion.
thanks.
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Aikiman
12-14-2006, 09:07 PM
Hi Daisukey,
I was going to reply earlier but decided not to because I didnt really have a solution for you. But having thought about it, it could be possible to do the main simulation in Realflow. If you emit into a tube object the particles will ride up the other side (like a skate board bowl except fully enclosed) and create a curling wave. I've done it before on a logo shot where I filled up a pair of cherries with red liquid, it took a full day to simulate but it worked.
The emitter was placed at the top to get good gravity then pushed out to one side so it followed the contours of the collision object. If you did it this way you would probably have to mask this bit out in comp so you just saw the water from the bottom up, hope that makes sense.
Maybe you could just emit from the bottom with enough force to push it up and out.
Attached is a shot of what I mean.
efecto
12-15-2006, 03:21 AM
Jeremy, thanks for some nice ideas ;)
(ps) Talked with pyro on the phone last night, he seems like a cool guy.
Hi pyrokinesis!
efecto
12-15-2006, 03:25 AM
I forgot to ask how to create white wake(?) thingy in the spray. Like in the picture, I would like some white thing foaming on the surface of the wave. I don't want just clean transparent liquid.
thanks.
Aikiman
12-16-2006, 08:34 PM
I thought I had a straight answer for that one and just use surface emission in Maya but then remembered that the reaflow mesh are separate bin files and not a single deforming mesh. Im now thinking you ought to also do that in Realflow using particle emission. I havnt used Realflow in a while so I cant give you a rundown but I know it can be done :) Then export both the mesh and particles back into Maya for shading.
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12-16-2006, 08:34 PM
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