View Full Version : Water Running off Emerged Vessel from Lake Effect
basspig 02-13-2008, 07:44 AM I don't really have any idea where to begin, but here's what I'm trying to accomplish:
I have an object emerging from a lake (it was submerged under the water) and I'm trying to create a realistic effect of water cascading off the object as it sheds the water that was pushed up as it emerged from the lake.
Is this even possible with Maya 2008? If so, what area do I need to look at? Particles? Fluid Dynamics? Other?
How would you accomplish this effect in Maya?
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hkspowers
02-16-2008, 08:23 AM
Well there are several ways I would approach this. You could achieve this with sprites and goal them to the surface of the vessel and have them move down and fade away as they dissapate. I would advise you use a sprite sequence of running water.
The second method could be fluids but it probably won't look great. Maya fluids aren't too great for pouring fluids.
Lastly I would use realflow.:thumbsup:
axiomatic
02-19-2008, 08:14 AM
I had a similar thing to do last week, except I had a little mandiving into and swimming through a swimming pool on a piece of newspaper. As a quick solution I grabbed After Effects and used the Wave World effects plug-in to generate myself some waves splashing about the pool in locations that roughly corrosponded to my mans position using the UV texture of the newspaper sheet as a base for the composition. When I had the 2D comp of my waves I simply rendered to TIF and used this as a displacement map on my original mesh.
It's not the best looking solution but I was very short of time (4 hrs) and the newspaper sheet was an nCloth object that folded during the scene, so i needed the water in the pool to not come slooshing out. Also, the water didn't need to be hyper-real, just non-blobby, clean and pretty.
For your problem you may wish to do something similar. I'd bring my object up through a piece of nCloth or a softbody with a couple of radial fields to create the buldge of the water. Then I'd probably generate some caustics (either in Maya or through AE or some other app) and use this as a displacement map so your water runs of in rivulets. Something like that.
So yeah, perhaps not the best method but quick, easy and some satisfactory results can be gained.
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