In this Citizen video for 3ds max, we’ll continue talking about working with ocean and fluids simulation an now it is time to focus on water perturbation during impact.
What we’ll do in Part 10
In this video part of Working with Ocean and Fluids citizen series, we have to focus on water plane deformation during impact with the falling object. We have no water dynamic feature in 3ds max basic feature toolset, so we have to work with some different tools trying to achieve something not bad that can works fine when we have massive spray particles over and foam. So this time we’ll use space warps as Ripple and some nested modifiers as Volume Select, Noise and Melt, to simulate water deformation.
In coming parts we’ll work to finalize spray particle setup and adding procedural foam over the water, and then we’ll move back in Realflow.