View Full Version : Torrent of water
12 December 2010, 03:54 AM
Ok so I'm not brilliant with particles, it's fair to say that I'm rubbish with them. But I thought for a torrent of water spewing forth from a dam that I'd use them. I have some nice deflector bounce going on etc. But now that I've applied some materials, they look rubbish, basically because half of card is sinking through the water.
So would someone mind taking a look at my set up and explaining to me why not all my particles get smaller as they move away from the wall (that's what i want to happen). And also suggest improvements to my material/setup to get a more realistic effect. I know that the splash would generate ripples on the water surface but I don't have the faintest idea where to even begin to try something like that.
Timelines are tight so prompt responses will be gleefully accepted.
PS. I'm using Itoo's forest plugin, so I hope missing DLLs don't cause a huge problem. And I'm using max design 2011.
EDIT: Links updated.
12 December 2010, 05:41 PM
All your file links are no longer available, at least for me anyway :shrug:
12 December 2010, 12:09 AM
Well, in this case your "torrent" of water may be better done with a piece of geometry, like a animated noise, mapped torus rotating on one of its axis and use the particle system for mist.
As for the impact splashes and such you could use a particle system that would deform the water surface or probably more efficient just use some animated displacement mapping to the water surface.
Just some thoughts.
Take a look at some refs.
This is a half decent reference:
Notice the bulk of the water maintain relatively the same shape, and then mist, most of the mist would cover up the major portion of the area where the release water meets the river/pond.
12 December 2010, 12:34 AM
I love the concept. It's genius.
Two questions though...so for the rotating torus I'd ideally like a material that's like the ref you sent (good work on an australian reference btw). So I'd like it to start smooth and water coloured before churning up and becoming white. It's as if I need a stationary material and the torus rotate through it.
Also, what's a good material set up for the misting particles?
Oh wait, third question. So at the minute I'm cheating and using Autodesk water material on my lakes, which gives me nothing in the way of tweaks. But if I switch to MR material with ocean lume (which always causes me issues) how can I have a ripple type displacement at one point controlled with radial gradient, then have ocean lume displacement for the rest? Or the ripples having ocean displacement on top of them???
12 December 2010, 12:34 AM
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