Hi, gentlemen
Don’t laugh too much the attached image
That’s only a naive try to use the combo particles+blobs (PPBasic + MrBlobby). So, if we use better particles and better blobs, then we’ve a better result? We tried and we think that no. More powerful tools give us more and more options/features and, yes, faster render speed. But IMO principal defects remain same. We could get only “something like water” and only after long, long efforts.
We heard about great RealFlow system but didn’t use it. Maybe water effects should be implemented as a specialized plug-in (hmm… it would be not a cheap plug-in). We see no cons against this opinion. But let’s try to investigate why the posted example is so poor. After all, what’s so bad we do? Are particle emitters suitable to make fountains? We heard that yes. Are metaballs ok to create liquids? Well, at least it’s first what we read about metaballs. We think our problems are:
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It would be nice if blob’s shapes would be variable from sphere to prolonged ellipsoid depending from blob’s speed (see “root” of fountain).
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It would be nice to have a balance of mass. We know that particle systems are able to generate several child particles when hit/collision happens, but if all children are same blobs as original, the result = absurd
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It’s very noticeable that a “standalone” blob-sphere looks ugly and we need rid of it. Increasing count of particles is a very ineffective way, such “brute force” method eats render time but gives a very little progress. We experimented with up to 50K particles but we still have nothing to proud. IMO the right way here is to create 3-4 blobs instead of single one. But it’s possible only if we know “which particle is which”, otherwise our construction of “mini-blobs” will jump in animation from one particle to another.
This list can be enlarged, but it’s already easy to see: we are crashed (see attached image)not because we’ve bad particle/blob systems, but because we’ve no any interaction between them. And IMO this “little” detail would give much more valuable effect instead of improving and improving systems that work “for themselves only”

