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paulselhi
09-20-2003, 01:53 AM
Whilst working on my solar flare project i took a look at my movie and thouhjt, "No, it looks to much like a hole in the sun pouring out..."

Hmm.... wait a minute, remove the sun, remove the wind, add three delector walls, change the fire color to blue et voila :

www.wanbridge.net/stuff/water.mov

OK setup in 5 mins so there is more to do here with particle count speed texture etc etc but it shows what can be done with a basic emiter and pyrocluster

Now use TP and you could have the water knocking all sorts of people over.

Who needs Real..whoops don't want to get sued but you Really get my Flow here :rolleyes:

JIII
09-20-2003, 02:09 AM
hmm

its not bad really, but I think it kinda lacks surface tension.

it kinda breaks apart too much at the end.


but yea thats the best pyro water I have ever seen.

hell I think thats the first anyone has ever done period.

mind posting a scene file for us ignorant C4D addicts?

paulselhi
09-20-2003, 03:29 AM
yes it is very basic and the fractal needs altering as i had this set up fore fire, i am sure with some manipulation it could look at lot better

i am trying another with the light not effecting the pyro but yes self illumination instead, any way here is the first file

www.wanbridge.net/stuff/water.c4d

paulselhi
09-20-2003, 03:36 AM
here is another version with just self illumination and the spead upped as wellas the particle count, not a lot of difference but the water does not get so white

www.wanbridge.net/stuff/water2.mov

JIII
09-20-2003, 06:42 AM
good lord this is looking promising.

just it needs to stay together more.

I highly doubt anyone will ever get surface tension with pyro. its just not made forthat.

paulselhi
09-20-2003, 08:56 AM
have you any idea how i get paticles to move another object ? i know hoe to do this with soft/rigid bodies and i know how to deflect particles, but what i want to try is to have the water knock some boxes over

how would i go about that ?

Gunter
09-20-2003, 11:56 AM
Thanks paulselhi for sharing your C4D.
Not missing much in anis, just a little bit more surface tension as JIII posted.
Hope, to get some ideas for spume on waterwaves.

Gunter

flingster
09-20-2003, 09:15 PM
hey just checked this thread...that friggin' cool bud.
top result.

as for knocking boxes over can't you just fake it..with deflectors as you say group them with the box..so particles fly all over the place.

btw thank you for sharing the file...pyrocluster is a mystery to me and kinda kills my machine cos i don't know what i'm doing...so its always good to see other peoples efforts....i just lack patience i know...but..:shrug:

paulselhi
09-20-2003, 11:38 PM
Pyrocluster depends very much on the enviroment settings for render time, To start off crank your worls size up to 60, this will really improve render times. later you can bring it down to improve the look

all the other settings in here also need adjusting see the manual for a discussion on how to tweak for better rnder times

bobtronic
09-20-2003, 11:51 PM
I really like the movement of the water - like a heavy tide.
The problem with pyrocluster is that is looks very postpro
IMO.

cheers, Bob

basti
09-21-2003, 06:10 PM
hi

i just wanted to add this link:

scanline's wave of death (http://www.scanline.de/waveofdeath/)

ca scanline created some really realistic water in these shots. might give you some nice reference and/or motivation

basti :)

nataz
09-21-2003, 11:39 PM
Originally posted by paulselhi
have you any idea how i get paticles to move another object ?

Beside dynamics i don't really see other solutions than flingster's; but then you should move the boxes yourself wich may not get natural.

paulselhi
09-22-2003, 10:14 AM
Originally posted by basti
hi

i just wanted to add this link:

scanline's wave of death (http://www.scanline.de/waveofdeath/)

ca scanline created some really realistic water in these shots. might give you some nice reference and/or motivation

basti :)

but was this c4d ?, maya's fluids create fantastically real ocean scenes. lightwave has a good plugin avialble called aqua

So far all i have seen for c4d is realwave which has lousy documentation and creates huge files. and you still have the hassle of trying to texture the animated mesh it creates as well as the particles

I have not tried add the sea, has any one had any good results from this ?

By the way i was not really trying to create a scene with this technique it is just that whilst working on a flame with PC i noticed that with the fractal it looked very much like spray, in fact i think it would be excelent as a shoreline particle system as water breaks on rocks or splash effects when something hits the water

I suppose i will have to figure out how to do a TP on collision event to achieve the effect

Can TP be set up for individual point, or polygons, so that for example a stone skipping across the lake creates splashes on impact points

If matterwaves can set particles of with a light source then something similar should be achievable

nataz
09-22-2003, 11:00 AM
Originally posted by paulselhi
I have not tried add the sea, has any one had any good results from this ?

&&&

Can TP be set up for individual point, or polygons, so that for example a stone skipping across the lake creates splashes on impact points
that may work out but for a real sea (reaches the horizon etc...) it's gonna ask a lot of ressources. You can use a proximal texture assigned on the sea wich will react with specific particles for the splashes: it work pretty good (i'm sorry i have not this test file anymore :blush: )

basti
09-22-2003, 06:46 PM
Originally posted by paulselhi
but was this c4d ?, maya's fluids create fantastically real ocean scenes. lightwave has a good plugin avialble called aqua


hi paulselhi

no it was max but they used thinking particles + pyrocluster if i remember everything right. .. there was an article about it in some digital production issue

WSzP
09-27-2003, 12:22 AM
Good idea. I think you should tweak the materials, but the shape is getting very good. I like it. :thumbsup:

paulselhi
09-28-2003, 09:12 PM
OK some improvement, i added another additional emitter with the material scale set higher ( another 200 %) and this gives more body to the water

Still have the lighting problems, in that i have to set the lights not to effect pyrocluster and set the self illumination to quite low otherwise there is a white out

One light quite far back is set to illuminate the pyro otherwise you would see very little at the beginning due to the low initial density

i have no shadows set either for the lights or the pyro so i guess the black shadowy effect is due to parts of the pyro water not being dense enough to have the self illumination effect it

Perhaps there is a way to link self illumination to density ?

here is the latest version sorry about 2.84 MB QT

www.black-and-white-to-color.com/stuff/testwater2.mov

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