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In this Citizen video for 3ds max, we’ll continue talking about working with ocean and fluids simulation an now we’ll focus again on water spray generated by impact and how to simulate a mist effect with it.
What we’ll do in Part 14
In this video part of Working with Ocean and Fluids citizen series, we’ll continue working on the particle layer done using Particle Flow and able to simulate a water spray pass generated by object impact over the water plane. This time we’ll try to use it to simulate a water mist effect using FumeFX. We’ll tweak a little bit the PFlow setup trying to achieve a better dynamic interacting with fluid simulation, then we’ll work in FumeFX to simulate a smoke pass that will be similar to a water mist layer, we’ll tune dynamic properties and look to achieve the best compromise between simplicity, speed and quality. In Part 15 we’ll talk about an approach to the problem using Realflow Hybrido, and then we’ll finalize different passes on coming parts.