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Introduction to the tutorial series
In this Citizen video for 3ds max, we’ll continue talking about working with ocean and fluids simulation an now we have to start working at the basic setup to control the spray effect during the object collision with water plane.
What is covered in this part of working with ocean and fluids
In this video part of Working with Ocean and Fluids citizen series, we’ll start working using Particle Flow to setup the spray effect and Krakatoa to start planning how to approach to rendering. Using PFlow we’ll try to solve different problems as particle spray emitted at 1st collision between the falling object and the water plane, and it will be a simple problem to solve. Then we’ll have to control the air interaction between water and general dynamic. Then back to water interaction when the spray will falls down. To solve all these collision we’ll use the Krakatoa Collision event due to its speed. Last part will be useful to understand how we can use the spray to simulate water foam. We’ll start to play a little bit with Krakatoa render to understand how many problems we can have trying to render a so huge number of particles.
In Part 10 we’ll work at the spray setup and we’ll start to check the same thing done with Realflow how it will look and how much it will be better and how to approach to the simulation to obtain a more realistic result.