CGTalk > Software Specific Forums > Autodesk 3ds max > Particle Flow
Login register
Thread Closed share thread « Previous Thread | Next Thread »  
 
Thread Tools Search this Thread Display Modes
Old 12-21-2010, 03:54 AM   #1
NSF
I'm good work guy :P
 
NSF's Avatar
Andrew B
Melbourne, Australia
 
Join Date: Sep 2003
Posts: 1,090
Send a message via MSN to NSF
Torrent of water

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.

Cheers,

https://files.me.com/barker12345/42bs7k
pflow: https://files.me.com/barker12345/cv29k0
render: https://files.me.com/barker12345/gp2s00

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.

Last edited by NSF : 12-21-2010 at 10:08 PM.
 
Old 12-21-2010, 05:41 PM   #2
JohnnyRandom
Configurator
 
JohnnyRandom's Avatar
portfolio
John Rand
still wandering the binary void
salt lake city, USA
 
Join Date: Oct 2003
Posts: 5,000
All your file links are no longer available, at least for me anyway
__________________
poof ~>Vimeo<~
 
Old 12-22-2010, 12:09 AM   #3
JohnnyRandom
Configurator
 
JohnnyRandom's Avatar
portfolio
John Rand
still wandering the binary void
salt lake city, USA
 
Join Date: Oct 2003
Posts: 5,000
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:
http://www.youtube.com/watch?v=7cOgP8lgCL4

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.
__________________
poof ~>Vimeo<~

Last edited by JohnnyRandom : 12-22-2010 at 12:13 AM.
 
Old 12-22-2010, 12:34 AM   #4
NSF
I'm good work guy :P
 
NSF's Avatar
Andrew B
Melbourne, Australia
 
Join Date: Sep 2003
Posts: 1,090
Send a message via MSN to NSF
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???
 
Old 12-22-2010, 12:34 AM   #5
CGTalk Moderation
Lord of the posts
CGTalk Forum Leader
 
Join Date: Sep 2003
Posts: 1,066,481
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


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

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
CGSociety
Society of Digital Artists
www.cgsociety.org

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

All times are GMT. The time now is 10:53 PM.


Powered by vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.