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View Full Version : LightHouse be hitted by tsunami.


dim1984kimo
03-25-2009, 03:33 PM
Hi,

I saw this pic from web, this wave is really cool.

How to make it as same as this pic in maya?

Can somebody tell me this secret?

destruct007
03-25-2009, 04:01 PM
the secret is to use real flow import the sim into maya emit extra particles off that sim, and render it really nicely. But don't go spreading that around, it's a secret!

thomwickes
03-25-2009, 04:06 PM
import the scene from houdini into maya and click render - that'll work, right?

dim1984kimo
03-25-2009, 04:13 PM
But how to make that kind of wave in real flow or houdini?

rolling wave.

destruct007
03-25-2009, 05:17 PM
seriously it's just a lot of work to make that any way you cut it. Long sims in whatever fluid solver you want to use, no secret settings, totally scale, world, collision dependent. If you learn real flow or something like that, you'll learn how to make this, then the next step is learn how to render it to look like water, then learn how to emit white water foam, bubbles etc, in real flow maya houdini whatever.
So we gave you smart ass responces b/c its just hard and there is no easy way.

dim1984kimo
03-25-2009, 05:22 PM
that's why i post here, I am trying to find a smart way, not long and stupid way.

hkspowers
03-26-2009, 04:21 AM
The "long and stupid" way is the only way. There is no substitute for hard work. There is a saying in the industry that addresses this "Where is the make movie button?" It is a sarcastic remark on how people think it is as easy as just clicking buttons, when if it looks amazing, then more than likely someone suffered and struggled many hours to get that amazing effect done. So a little more respect for the other artist on here using the "long and stupid" way.

dim1984kimo
03-26-2009, 04:34 AM
thanks, i got it.

great work.

qrichardson
04-03-2009, 07:55 PM
if everyone can do "the" effect- it is no longer a special effect

or

if it were easy it would cease to be a "special" effect

dim1984kimo
04-04-2009, 07:01 PM
Why we are here? Isn't for improve our skill?

yup, i think this is the reason.

talk each other and level us to next level.

cgbeige
04-04-2009, 07:22 PM
Just as a tip in case you need a starting point, I find Realflow a lot easier to use than Houdini. Houdini is a hard program to get any results in because you're have to build your effects in a procedural way. Realflow uses is a more straightforward set of tools.

Plus, the fluid mesh results are better in Realflow.

brjig
04-04-2009, 08:27 PM
thats true, im currently working on a flooding scene using realflow, its a program you would need patience in thats all i can say. especially when it comes to simulating. it takes time and lots of finesse

Cheesestraws
04-04-2009, 08:53 PM
However you approach this scene you will need to break it up into many different passes of particles. It will take far less time, and you will have far more control. Simulating this in a one pass will require a stupidly high number of particles and is likely near impossible on today's hardware.

brjig
04-04-2009, 09:41 PM
However you approach this scene you will need to break it up into many different passes of particles. It will take far less time, and you will have far more control. Simulating this in a one pass will require a stupidly high number of particles and is likely near impossible on today's hardware.

It all depends on how he does it in realflow
I mean, if he has a bunch of small emitters emitting objects, you would want them to affect eachother, which mean the same amount of simulation tim compared to 1 big emitter

but you are correct on different passes
he does need seperate particles, one for water, one for foam, spray, bubbles and so on.

it all depends on whats happening, being done and being seen

darktding
04-04-2009, 11:48 PM
here is another way...
using blend shapes of curves in maya or houdini or whtever, loft it, and finess the animation of the base wave. If you are on houdini, there are some really nice sops where u can "stich" other kinds of details on the main body... look at http://forums.odforce.net/index.php?showtopic=7841&hl=wave
then you add foam, add particles that you snap on the surface on the surface
then you add spashes... I would do this by insancing simulations of splashes
and u basically add lots of lots of particles and comp them all together
all the best :)

a good example of this technique is reading the surfs up siggraph paper...

Bonedaddy
04-05-2009, 12:23 AM
Large-scale bodies of water like this are tricky. There's some improvements coming down the pipe in several pieces of software that will separate this into (broadly speaking) a two-step process:

- Make your large-scale sim on a grid-based solver, which is driving lots of particles around to make the base mesh
- Make more individualized high-res sims around the areas that you need more detail (say, around the lighthouse, on the shore, etc).

And that's not counting any number of ancillary passes for spray, rocks, aerated surface foam, whitewater specular fakes, etc.

It's a lot of work, and the best way to do it is just to start doing it and see what works and what doesn't, honestly.

cgbeige
04-05-2009, 07:27 PM
not sure if you can tell much from this but it looks like a Reaflow realwave and then a script for the foam splash:

http://www.vimeo.com/3375937

I'd dig around on the Realflow scripting site:

http://www.nextlimit.com/nlscript/ranking_scripts.php?id=79

if you end up using Realflow, let me save you days of mesh rendering by pointing out this awesome python script:

http://www.nextlimit.com/nlscript/ranking_scripts.php?id=107

The Linux version works on Mac OS X.

dim1984kimo
04-06-2009, 07:26 AM
not sure if you can tell much from this but it looks like a Reaflow realwave and then a script for the foam splash:

http://www.vimeo.com/3375937

I'd dig around on the Realflow scripting site:

http://www.nextlimit.com/nlscript/ranking_scripts.php?id=79

if you end up using Realflow, let me save you days of mesh rendering by pointing out this awesome python script:

http://www.nextlimit.com/nlscript/ranking_scripts.php?id=107

The Linux version works on Mac OS X.

OH MY GOD,

that's what i need!

can you tell us more detail?

great work, awesome!

cgbeige
04-06-2009, 08:18 PM
I haven't done foam or collisions like this in Realflow so I really can't tell you more than that. There are tons of helpful scripts on that server. I recommend going to the unofficial Realflow forum (http://www.realflowforum.com/) and looking/asking around there too.

brjig
04-06-2009, 08:21 PM
there are tons of scripts on the reaflow scrpiting site that does foam and even more, some make foan and then turn it back to water.

but most of them follow the same rules
is the water pressure is high (;past a certain limit) it becomes foam and when it drop it becomes water again.

royterr
04-07-2009, 03:15 PM
i know that real flow is a great tool.
but to be honest i have never seen a photorealistic effect of a realflow simulation rendered in mentalray or in vray. i would love to see a kick ass one if it ever exists.
the best exemple i have seen in maya is the flood scene in LordOftheRings wich uses simple sprites with animated water texture applied to them:

http://andreasberner.com/MID_3D_Workshop_UPLOAD/02_2.Particles.htm

hkspowers
04-07-2009, 04:15 PM
i know that real flow is a great tool.
but to be honest i have never seen a photorealistic effect of a realflow simulation rendered in mentalray or in vray. i would love to see a kick ass one if it ever exists.
the best exemple i have seen in maya is the flood scene in LordOftheRings wich uses simple sprites with animated water texture applied to them:

http://andreasberner.com/MID_3D_Workshop_UPLOAD/02_2.Particles.htm

Well most of the white water in that shot was instanced nurbs planes flowing along curves generated from a maya fluid sim, and added particles on top for the spalshes and such. As for photoreal realflow, the perfect storm had some great photoreal shots in it doen in realflow. Also in Primevil, all of the water shots where that croc is splashing around is realflow and it looks amazingly real to me.

Bonedaddy
04-07-2009, 04:34 PM
http://jasonporath.com/2008/city-of-ember/
http://fusioncis.com/projects/film/poseidon/ (http://fusioncis.com/projects/film/poseidon/?swf=poseidon4)?swf=poseidon4 (http://fusioncis.com/projects/film/poseidon/?swf=poseidon4)

Both RealFlow. First one rendered in Mental Ray, second in Air (Renderman).

Edit: Primeval was a lot of RF, but also a lot of cheating. The examples here are more straightforward, pure RF (although the Poseidon shot has some live-action elements thrown in at the end).

Asylum also did some great stuff with National Treasure 2 and Benjamin Button.

dim1984kimo
04-07-2009, 06:47 PM
Yup,

I remember one of DigitalTutors has a realflow introduction which related to RF & MentalRay.

water drop on floor then gather to a unique symbol.

cgbeige
04-07-2009, 07:33 PM
http://cgbeige.cgsociety.org/gallery/682641/

I did that in Realflow but rendered in Maxwell.

Bonedaddy
04-08-2009, 12:19 AM
OH MY GOD,

that's what i need!

can you tell us more detail?

great work, awesome!

My guess would be a scripted expression to spawn particles based on collisions of the wave with the boat. The playblast shows that there's a killVolume daemon, a wind daemon, and a gravity daemon, but that's all pretty much to be expected.

brjig
04-08-2009, 03:44 AM
My guess would be a scripted expression to spawn particles based on collisions of the wave with the boat. The playblast shows that there's a killVolume daemon, a wind daemon, and a gravity daemon, but that's all pretty much to be expected.


i think its just a chached out realwave, runs the cached simulation and then uses a collision rw-particles (which already has a collision detection in it)to create the splash. and whats good about that, is hes only running one simulation and thats the splash particles and not the wave.

RobertoOrtiz
04-08-2009, 03:55 AM
Guys I think I wil use this thread as a basis for an FXwars challenge.

brjig
04-08-2009, 03:58 AM
sure that sounds cool, but could it be more of a team project

dim1984kimo
04-08-2009, 11:42 AM
Guys I think I wil use this thread as a basis for an FXwars challenge.

what a honor!

Just a wake on my mind, however it becomes a FXWAR.

Awesome.

thomwickes
04-08-2009, 01:00 PM
Guys I think I wil use this thread as a basis for an FXwars challenge.

Ooooh I think I might actually enter this one.

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