View Full Version : Photoreal rain and splash
Hi,
I'm looking for solution which could help me produce realistic rain on a lake surface.
here is a sample of the kind of result I'd like to have.
http://creative.gettyimages.com/source/Film/filmresultsmain.aspx?source=quickSearchFilm&txtSearch=511-75&doRF=True&doRM=True&usePrefs=False
I could get some nice water surface with maya's ocean shader, but when it comes to add rain to it I'm kind of stuck. I tried with maya's ponds as well, but the detail I need seem to require such a high resolution pond that I'm not sure it'll work.I need the realistic splashes, and I need many drops on my surface. I'm not sure if this is doable wth realfow considered the number of splashes that such a shot requires.
Maybe a combination of displacement mapping and emission of blobby particles could work. I'll still make some research about it, but if any of you made some similar work and has inputs, they'll be most welcome
cheers
Bruno
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It looks like realflow could do the job. I'm currently testing it with realwaves, a few particles and some RW_particles to build the water drops that pop out of the water surface.
I hope to be able to post some test soon.
modernPrimitive
03-15-2007, 06:48 PM
u can use collision with the pond / surface to spawn new particles from your raindrops instead of "physically splashing the water surface".
Duncan
03-15-2007, 07:42 PM
If you use the ocean you can create a wake then emit into this wake based on particle positions. This can be done with a particle expression that evaluates the ocean height with colorAtPoint and emits into the fluid using fluidVoxelInfo to find the voxel and setFluidAttr -add on the density grid(temperature if you additionally want foam). If you need ripples to the ocean horizon one technque is to turn off edge dropoff on the wake fluid texture and make the boundaries wrapping. This way the wake tiles seamlessly across the ocean. Note that in general you will also need to make the ocean waveheight low to better see the raindrop ripples.
There are files for rain on ocean in the maya fluids techniques dvd. As well there are explanations of this setup in the highend3d fluids forum archives.
Duncan
Hi again and thanks for your replies.
Duncan, I went to highend3D and tried the expression method to get my ripples emitted, which works pretty well with my ocean setup.
However I'll have obstacles in my ocean, places (with specific form) where there cannot be any raindrops, so I'd like to use particles to create the ripple where they collide with my ocean. From what I read it seems possible, but I didn't find in the threads I read how to do it.
u can use collision with the pond / surface to spawn new particles from your raindrops instead of "physically splashing the water surface".
modernPrimitive, if you can be more specific on how to do that, it would be great. I couldn't get my particles to collide with my pond, can you explain me how you do it ??
Duncan
03-19-2007, 03:58 PM
You can't directly collide particles with the pond. However one can write a particle expression that evaluates the wave height at the particle xz position and then acts accordingly on the particle. With the ocean one can do this evaluation using colorAtPoint( which also takes the fluid wake texture into account ). See the expression created by make buoy for an example usage of colorAtPoint.
If you have objects that intersect the water then do fluids:"make collide" between these and the fluid shape or fluid texture. Keep in mind that the fluid is a 2d displacement so the collision is projected down the fluid axis, rather than just colliding with the exact water surface. Thus it will work best for boundaries that are straight up and down, like the edge of a pool as opposed to a beach.
Duncan
Thanks for your help Duncan.
I'll have a look at the buoy script. I also gave a try to the rippleH script on highend3D which seems to be doing what I'm after, creating rain ripples on my ocean/pond from particles. Now I just need to emit particles to create the splash effect, I guess I can find out how to do that with some particle events.
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