View Full Version : Flood Simulation
06-18-2007, 06:43 PM
I was wondering if someone might have some ideas on how to handle this scenario.
I need to simulate the Tom Sauk Reservoir accident. Basically, In a nutshell it was a reservoir
that was built on top of a hill which broke and and flooded the surrounding park area. Essentially, you have a large mass of water gushing down a hill taking trees and houses with it and eventually polluting the local streams and rivers. I was initially thinking PFlow, but had
also thought about some higher end plugins like realflow. Any input would be helpful.
06-19-2007, 09:03 AM
Well... PFlow can get you bouncing particles that spawn new particles when they hit obstacles, but they won't intercollide or be a mass like real water, they'll all just fall to the bottom.
Sounds like a job for Realflow, but you're gonna need lots of particles. Just filling a corridor with Realflow on Poseidon was a computational nightmare:
I haven't used Realflow myself, but one thing that strikes me is, in the final render from Poseidon, you can't really see the Realflow stuff, because it's hidden behind the chaos splashes... So I'm thinking, maybe you can do a low-res Realflow sim (as hi-res as possible, but low-res enough for your computers to handle it), and then add splashes in Particle Flow, to hide the low-res "edges" of the Realflow stuff.
You can also check out Scanline's Wave of Death:
EDIT: To see what I mean with particles hiding the edges of the realflow sim, check out Digital Domain's Day After Tomorrow water special:
(Features -> Behind the scenes -> go to page 2 -> click the Day After Tomorrow icon in the middle)
(screw DD for their web page layout!)
06-20-2007, 08:32 AM
Check out these clips, too:
06-20-2007, 09:33 PM
Thanks for the info.
06-20-2007, 09:33 PM
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