Frosty Posted July 20, 2003 Share Posted July 20, 2003 Hi guys. I have a project that involves an interior pool and a water fall. I have been doing a few experiments with Caustics and am getting some cool results on the water, but render times are getting scary and I am running out of ram. Anyone have optimization tips? Ideas on how to create a water fall? Link to comment Share on other sites More sharing options...
STRAT Posted July 21, 2003 Share Posted July 21, 2003 Hi m8 obviously the best way is to fake stuff imo. can you post up a piccy of what this waterfall should look like? only waterfalls come in many types, 'easy' and 'complicated'. Link to comment Share on other sites More sharing options...
Frosty Posted July 21, 2003 Author Share Posted July 21, 2003 Unfortunately I cant yet Strat. I'm still at the early stages and dont know what the design is going to look like. I am simply doing research into methodologies to create it. I believe it is going to look like a pile of rocks at the side of the swimming pool. Water will come out of the wall and splash down the the rocks into the pool. I can make the rocks no prob - terrain primitives in spherical mode work rally well . I have tried several options so far. I think I need a combination of them all. 1) Particles I set up an emitter, gravity, disturbance and a series of deflectors down the rock pile. Effect: A bunch of spheres bouncing down rock pile. Not too bad. The material was way off. 2) Metaballs: Same set up with the particles in a metaballs deformer. Effect: An oozing goo rolls and bounces down the rocks. 3) Loft Nurbs: A series of splies used to create the surface of water as it flows down the rocks. I think this is the way to go but my material wasnt very good. I think what I really need to set it off is a particle system to create the spray and splashes. It wouldnt be such an isssue but I'm inexperienced with "foggy" textures. My inital reaction is to use "SmokeIt" but I havent had much success. I do have Pyro Cluster but I dont have very many presets to work from. Steve Link to comment Share on other sites More sharing options...
STRAT Posted July 21, 2003 Share Posted July 21, 2003 animation or still? Link to comment Share on other sites More sharing options...
Frosty Posted July 21, 2003 Author Share Posted July 21, 2003 More than likely this will be a still. However, I would like to animate it for a demo reel. I know it would be simple to PS a lot of this, but I would like to do as much in the 3D environment as possible. Steve Link to comment Share on other sites More sharing options...
Ace_Face Posted July 21, 2003 Share Posted July 21, 2003 Frosty, There is a flowing water shader in the Deepshade gallery. This might be a starting point. http://www.maxon-computer.com/deepshade/shader/shaders/water/016/016.html My guess is you probably have it already. :ngesighw: Link to comment Share on other sites More sharing options...
Frosty Posted July 23, 2003 Author Share Posted July 23, 2003 K, I've done a little work and experimentation on this waterfall problem. Here is a first draft test render. http://www.crucialperception.com/play/waterfall_test.mov I used an animated water shader on the lofy nurbs and the plane (yes I know the texture moves the wrong way ), 4 particle systems with gravity for the falling splashes, and a single particle system with pyrocluster for the spray. I think this basic setup will work quite well, so I'm going to try and refine the settings a bit. Comments welcome. Link to comment Share on other sites More sharing options...
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