In this Citizen video for 3ds max, this time we’ll start to talk about spray effects due to object collision with the water plane. To start working on it, we’ll prepare a really simple setup with Particle Flow using some particles linked to the falling body that will collide with the FR Ocean. When the collision event will happen, we’ll spawn the particles and using Drag, Wind and Gravity forces we’ll try to simulate the water spray. Our setup will work fine in viewport but at the end of the video we’ll try to render it to understand how it will works in rendering using Krakatoa trying to figure how we have to tweak and improve it.

Working with Ocean and FluidsExclusive: Working with Ocean and Fluids – Part 3Exclusive: Working with Ocean and Fluids – Part 5

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Discussion

2 Responses to “Exclusive: Working with Ocean and Fluids – Part 4”
  1. Posts: 19

    Great tutorial, it was good to see two separate events animated to look like the ball is directly affecting the water. Are techniques like these often used in production, instead of a proper simulation like Real Flow? Which obviously would take longer to calculate.

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    Jan 13, 2012 at 12:57 pm
    • Posts: 905

      Hi Jack, thanks for posting. This technique is just to show a way to solve the problem without the need to use Realflow or any other fluid simulator. Obviously best realistic solution is to use it, but if there’s no time, no budget, or any other production need, we can use different ways as the proposed one in this video. So the answer is yes, it can be used in production, and it depends on production needs. Thanks

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      Jan 16, 2012 at 12:26 am

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