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HJ-panorama
09-05-2007, 11:16 AM
hello

this has got to be very very important to me and i hope you masters can tell me how it can be achieved...

i see in the movies ( animations ) rain is much more realistic and when a rain drop contants surfaces like bodies it splashesh very naturally all over the body...

i'v been searching for this technique for a long time and im not sure if there is any reqular dynamic solusion for this or just writing mels or using advanced shaders ...

please quide me where and how i can learn this technique ...

thank you in advance

bjohnston
09-05-2007, 09:50 PM
Usually, particle expressions are the easiest way to go for the drops, combined with some kind of specular shader on geom for the trails.

HJ-panorama
09-06-2007, 08:29 PM
yes the expression sulotion for a drop is such an approved way to get this effects...

what about the moment that a rain drop hits the body...??
is this a good way ,the event for a particle to create other particles when it hits a surface, to create second drop splashes?

it is little hard to achieve a drop rendered as drop by simple particle,
is the RealFlow's workflow a render efficient way to simulate hundreds of drops ( at density of 40 drops per seconds ) seperately and using those particles ( not meshesh ) in maya to render such a shot instead of maya's particle system..?

thank you in advance

bjohnston
09-06-2007, 09:26 PM
Well, you would probably use the "blobby" particle type for the drops instead of the point particles for the drops themselves, and also are useful for the secondary "splash" of the drop. I often kill the initial particle on collision, then "emit upon collision" the splash particles that are blobby particles combined with point particles for the microdrops/finer splash drops or spray elements, rendered of course with motion blur. Then have an expression drive another "drool" blobby particle down or across the surface.

RealFlow, while producing a "physically correct" drop, could be unmanageable at large scales for thousnads of drops, but would really depend on your resolution/density of the particles, and overall quantity. There are particle killers that can optimize this so it could be done.

But generally, a simulation by its very nature lacks real control. It is an issue of how much control you need to have, and how much time you have to develop the RF simulation.

For a few "hero" drops on a close up, I might consider RF, but I only run RF simulations when a simpler option does not hold up. But, your idea of using the Realflow particles only, is a solution depending on time and budget.

Will you need to have the drops fall into puddles producing puddle rings? You might have to set up a separate RF simulation to handle those. A softbody, or springmesh are good solutions for that if using the standard particle approach. Hope this helps

HJ-panorama
09-08-2007, 12:19 PM
It was very helpful suggestion... thanx

personally I have a tendecy toward RealFlow workflow than particle solution but both are practical in their situations ... i think

:)

so is there any document or practical guide, how exactly i can do this or i have rely on my own experience and trial and error ?

Buhby
09-09-2007, 03:02 PM
I don't know if this will help you a whole bunch, but here are some simple ways to create realistic rain useing particles.

http://area.autodesk.com/learning/tutorials/details/3306/

http://area.autodesk.com/learning/tutorials/details/4414/

You have to sign up to view the tutorials, but they don't send you any junk mail or anything and it's a pretty decent site for tutorials, tips and tricks.

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