Jump to content
LatestFatality

underwater growth effects?

Recommended Posts

Hey guys, it's me with another noob question! 

I'm trying to create a kinda corally/spongy/flowy growth effect that would happen underwater. I've stalked the differential growth topics and have created some sims that look like they could work, however when applied on big complex geometry it just isnt feasible to have that many differential growth going at once.

Am I thinking the wrong way here? I feel like I am not approaching this correctly.

underwater.PNG

Share this post


Link to post
Share on other sites

Your solution depends on what’s you are trying to accomplish. You say you are doing coral growth but does it need to be true to life or a simulation at all or would could you used instances geometry? Could you just do a time lapse that looks like separate photos rather than a smooth time lapse to cover up the plain growth of a simpler method? Is this just a challenge for yourself or a shot for a project?

 It could also be an optimization problem with your method, your project Ilene would help us detect what’s is slowing it down. 

 

Also for a convincing shot you will probably want to think about simulating algie, that hair stuff that tends to grow under water (I’m not sure if that isn’t algie but I think so?) and some floating particles for debris. 

Share this post


Link to post
Share on other sites
17 hours ago, PlatinumFishy said:

Your solution depends on what’s you are trying to accomplish. You say you are doing coral growth but does it need to be true to life or a simulation at all or would could you used instances geometry? Could you just do a time lapse that looks like separate photos rather than a smooth time lapse to cover up the plain growth of a simpler method? Is this just a challenge for yourself or a shot for a project?

 It could also be an optimization problem with your method, your project Ilene would help us detect what’s is slowing it down. 

 

Also for a convincing shot you will probably want to think about simulating algie, that hair stuff that tends to grow under water (I’m not sure if that isn’t algie but I think so?) and some floating particles for debris. 

Thank you for your reply! I just need the final geometry, it doesnt need to grow over time in the actual shot (this is for a small group project). 

I've done some floating debris which is quite convincing. I'm not sure how to approach the hair stuff? Would that be groom or a constraint network or something? 

I'm also doing sand build up for the surfaces which will help.

Share this post


Link to post
Share on other sites

If it is meant to look like sponge ball coral or something then you can probably just use a procedurally generated bump map. I suggest making two bump maps actually, the first is mainly to get the larger indents or holes of the geometry and the second would just be a bumpy texture that you can probably get from online. I tried to find a way to model directly but it wound up being more trouble than its worth. 

(of course this bump map will just be applied to a deformed sphere that you can For-Each Copy in order to vary)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×