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xeno
05-29-2003, 04:44 PM
Hi there! Its that time again, i have another question yet again, fro the Cinema Gods that roam this forum!

Alright, what im trying to do is to make a wasterblast come out of my hand, which i use as a video backdrop. But how do u create the waterblast? What ive tried before is to stretch a sphere so it looks a little like a beam and then applied a watershader on top. It looked alright, but it still looked like one massive blob of non moving material. What i want would be much more of a stream of water blasting away.

How can i do this? Ive been thinking of jammin some metaballs in a particle emitter, which of course didnt work, but perhaps i didnt o it right..Can this be done without Thinking Particles? Since i still (i know i shoudl get to it..)have no clue of how that one works. And i suppose that particles are the only way to do this?

Tnx alot in advance!!

edit: Ok now ive tried placing some spheres with a water texture in the mitter, and emitted a lot of objects at the same time. But apart from the fact that it takes ages to render, the spheres are so big that it looks like some sort of transparant poo...

JIII
05-29-2003, 05:47 PM
hmm I bet realflow would do this however its price tag is 1100 last I checked.
metaballs would also work but I think that the shear number of particles needed would be a bit excessive. that and transparent metaballs have always had rendertimes that are bigger than huge(for me anyway).

you could always take a cube in hyber nurbs get it where it looks like water sorta and then use the bulge and or taper deformers to get the shape right. hoever the splash on impact would be a tad iffy. look on deepshade there is a waterflow thing there. It uses animated sla noise.

artemesia66
05-29-2003, 05:50 PM
metaballs work, but the emitter has to go inside the metaball obj:

metaball
-emitter
--sphere (or whatever)

xeno
05-29-2003, 06:22 PM
tnx for the tips, gonna be checkin deepshade and trying the emitter in metaball tip!

tnx again!

edit: Hey whaddaya know! The emitter in metaballs thing kinda did the trick! except now the render times have been tripled..hmm..

JoelOtron
05-29-2003, 06:32 PM
try lower particle amounts and reduce the number of subdivisions on your sphere--also lower subdivision on the metaball object (which means increasing the number in the field).

xeno
05-29-2003, 07:24 PM
ok gonna try that, also, the metaball blast seems fine when i play it in the ditor, but once i render it the balls get really big ( now theres a sentence i never thought id say..)

artemesia66
05-29-2003, 09:04 PM
make sure your sphere radius is small enough relative to the amount of movement you're giving them, otherwise, they do all stick together in a kind of big (round) mass.

prayas
05-29-2003, 09:05 PM
Originally posted by xeno
... once i render it the balls get really big ( now theres a sentence i never thought id say..)

:argh: :argh: :argh:

Ouch that one was really good (my situation drinking alot of beer in front of the pc reading your sentence)

:)

P..:

flingster
05-29-2003, 09:18 PM
wasn't there a tut for a fountain knocking about somewhere?

JoelOtron
05-29-2003, 09:40 PM
It was in the manual actually....

flingster
05-29-2003, 09:52 PM
lol....:beer:

Cactus Dan
05-29-2003, 11:28 PM
Howdy,

There used to be a downloadable volume shader (from the company that makes RealFlow) called FlowTracer that worked kind of like Pyro Cluster works with an Environment object and an Emitter. I don't know if it's still available.

Adios,
Cactus Dan

xeno
05-30-2003, 12:06 AM
hmmm...im gonna be checkin that one out then! tnx for the help!!
Still wrestlin around trying to get my metaballs smaller tho..!

JoelOtron
05-30-2003, 01:31 AM
Try any of these:

Up the hull value--turn on exponential falloff. Make the size of the sphere smaller--make the size of the emitter larger.

ALSO!!!

Make sure your birthrate in the editorr is the SAME as birthrate in the renderer.

Sounds like your render birthrate is higher than the editor, hence the discrepency at rendertime

xeno
05-30-2003, 10:29 AM
Ive tried the metaball solution and ive downloaded the flowtracer demo. The metaball thing worked in the way that render times were sped up a little, but it still looked like i was just shooting a lot of balls with high velocity from the emitter, not like a solid waterblast.

Flowtracer is a different matter, it looks kinda neat, but from where im standing it doesnt look really good at all, i dont get results like the pictures of the flowing faucet u see on the site. Does anyone know how to make a nice realistic looking waterblas with that one, instead of, again, some waterblobs following eachother?

btw, is there anyone in here willing to donate me 1100 bucks? I really want Realflow:)

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