Sand Splash Effect

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

Thread Tools Display Modes
  09 September 2011
True, I was originally going to use the normal of the surface from speed by surf too but maybe it's not important. Must do a few speed tests to see what's the quickest to process.
  09 September 2011
Originally Posted by joconnell: Just paid for the upgrade now - hopefully this'll work nicely! At the minute I'm in object on sea surface spash hell with realwae not being great for some aspects and speed by surface to make sloshing effects being really sluggish with my machine power and the number of particles I'd need for a decent render - eek!

i set up and rendered mine on my notebook (core2due: 2.4ghz, 4gig ram) and it worked fine. Don't use the common collision test and Deflectors, they are brute force aka. every particle tests against every face of the object. Use simple data tests and Krakatoa Collision. Here is a demo by Bobo about how much faster it is:

I tested with a data test as simple as (Select Object[ocean surface picked > GeometrySubOp: InsideObject > Output Test]). This is a boolean that is many times faster then any collision since it is literally I or O.
  09 September 2011
Boat Wake

Here is a vimeo video of my basic setup:

The KeepApart trick was used for hand places "hero splashes". Below is the setup.
Hope that gives some insight, thsi setup cached and rendered on a notebook so its trimmed for performance rather then awesomeballs but sometimes that's all that counts i guess
Attached Images
File Type: png boatwake.png (56.5 KB, 182 views)
  09 September 2011
So I take it you're birthing on the bottom of the boat on selected faces and then doing a test for any particles below the normal of your wave surface? Or have you got any kind of dynamic selection being driven by the intersection of your boat proxy and the wave proxy? Nice result though!
  09 September 2011
Just this boolean data test if the particle pierced through the ocean surface, then i give it speed upwards away from the boat (i modeled a super simple thingy with normals how i wanted em and linked it to the same dummy as the boat) and some drag/wind/gravity and spawn more particles as fillers and by travel distance. Then i use the exact same data a second time to test if they came back down to the ocean surface, then i lock/bond em to the surface be the "foam" (I used a DataOp to make em sticky to the surface but it's essentially a lock/bond without the bells and whistles).

EDIT: Attached is the essence of it.
Attached Files
File Type: zip (32.0 KB, 38 views)

Last edited by PsychoSilence : 09 September 2011 at 02:39 PM.
  09 September 2011
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
Thread Closed share thread

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Society of Digital Artists

Powered by vBulletin
Copyright ©2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump

All times are GMT. The time now is 09:07 AM.

Powered by vBulletin
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.